The Behemoth
In the wild, each layer of a food chain gets smaller, as the creatures in each layer get hungrier. There are hordes of rabbits and minnows in the wild, but fewer foxes and salmon, and even fewer bears. As the predators become more fearsome, their appetite becomes more and more demanding for an ecosystem to support, so it can only support a few of the most dangerous creatures. And so, we present the Behemoth, the ultimate capstone to every food chain; a singular predator, with a truly endless appetite. Next on the menu, your adventuring party.
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Behemoth
A creature of primal power, the behemoth once wandered the material plane in the age of gods and great beasts. Given form once more perhaps by some terrible druidic magic or primal force stirring, the behemoth is an amalgamation of primal instinct and natural ferocity, the apex predator of any ecosystem.
Might of the Animal Kingdom. The behemoth possesses the traits of many deadly beasts. It secretes the powerful venom of cobras and spiders from its claws, displays the raw might of a rhinoceros, boasts the intellect of a great ape, the flexibility and creativity of an octopus, and the brutal cunning of a hungry tiger. Thus, the behemoth is truly a fearsome creature that exhibits the boons of some of nature’s most fearsome beasts.
Insatiable Hunger. The behemoth hunts for one reason and one reason only: to satiate its endless appetite. It does not feel regret nor spite, only hunger and instinct. There is no reasoning with the behemoth. Entire forests may be left silent, farms empty, or cities bare should they be found in the behemoth’s path, with only large avian footprints to mark the titanic beast’s passing. Whether it be land or water, the behemoth wanders through deserts, forests, and lake beds guided by its primal harbingers, forming a ravenous host of predation few can hope to stand against.
God of Druids and Primal Cults. The behemoth is regarded by those that favor the natural order, savagery, or otherwise overwhelmingly worship nature. Legends of the behemoth have survived largely through oral tradition, though some scholars speculate that the beast is represented on ancient tablets and cave paintings. Some even believe the behemoth to be a creature of ancient origin imprisoned by the gods, while others consider it to be a phenomenon of nature manifesting its rage against those that exploit it.
Heralds of Savagery. The rebirth of a behemoth is preceded by the appearance of monstrous feastbringers. Much like the behemoth, these creatures are amalgamations of beastial qualities and act as much on instinct as stunning bestial intellect. These harbingers have slithered in unfound corners of the world since the fall of their behemoth. They act as shepherds to the behemoth, serving as both guides and prey to their master. Where they go, creatures grow and mutate, becoming more worthy meals for their predator master.
Behemoth
Gargantuan monstrosity (titan), unaligned
Armor Class 16 (natural armor)
Hit Points 307 (15d20 + 150)
Speed 40 ft.
STR 26 (+8)
DEX 10 (+0)
CON 30 (+10)
INT 7 (-2)
WIS 19 (+4)
CHA 7 (-2)
Saving Throws Wis +10, Cha +4
Skills Perception +10
Damage Resistances cold, fire
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, poisoned
Senses blindsight 60 ft., tremorsense 120 ft., passive Perception 20
Languages understands Sylvan but can't speak
Challenge 20 (25,000 XP)
Amphibious. The behemoth can breathe air and water.
Devourer. If a creature dies while swallowed by the behemoth, the behemoth regains a number of hit points depending on the size of the swallowed creature. It regains 1d10 from a Small creature, and regains an additional 1d10 hit points for each size category above Small.
Legendary Resistance (3/Day). If the behemoth fails a saving throw, it can choose to succeed instead.
Siege Monster. The behemoth deals double damage to objects and structures.
Actions
Multiattack. The behemoth makes three attacks: two with its tentacles and one with its claws. If the behemoth is grappling a creature, the behemoth can also use its bite attack once.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature grappled by the behemoth. Hit: 15 (2d6 + 8) piercing damage. If the target is a Huge or smaller creature, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the behemoth, and it takes 21 (6d6) acid damage at the start of each of the behemoth's turns. If the behemoth takes 50 damage or more on a single turn from a creature inside it, the behemoth must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the behemoth. If the behemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. The target must make a DC 24 Constitution saving throw, taking 10 (4d4) poison damage and becoming poisoned for 24 hours on a failed save, or taking half as much damage on a successful one.
Tentacle. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage. Instead of dealing damage, the behemoth can grapple the target (escape DC 22). Until this grapple ends, the target is restrained. The behemoth has 15 tentacles, each of which can grapple one target.
Feastbringer
Large monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 30 ft., swim 30 ft.
STR 15 (+2)
DEX 13 (+1)
CON 14 (+2)
INT 7 (-2)
WIS 15 (+2)
CHA 4 (-3)
Skills Perception +4
Condition Immunities restrained
Senses darkvision 60 ft., passive Perception 12
Languages understands Sylvan but can't speak
Challenge 2 (450 XP)
Amphibious. The feastbringer can breathe air and water.
Herder. A creature that is under the effect of the feastbringer’s feast breath is frightened of feastbringers.
Keen Sight. The feastbringer has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The feastbringer makes two attacks with its beak, one of which it can replace with a constrict attack.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. The target is grappled (escape DC 12). Until the grapple ends, the target is restrained, and the feastbringer can’t constrict another target.
Feast Breath (Recharge 4-6). The feastbringer exhales magical breath in a 100-foot line that is 5 feet wide. Each unwilling creature in that line must make a DC 12 Constitution saving throw, gaining the effects of an enlarge spell on a failed save. This change lasts for 1 hour.