Hill Giant Behemoth

This massive, warped giant stands nearly half again as tall as others of its kind. Its hairy hide is covered in large, oozing sores and swollen pustules, and one arm is longer than the other, knuckles trailing on the ground.

Many of the unfortunate creatures caught in spawning storms are deformed and often debilitated or killed by the terrible transformations that wrack their bodies. Rarely, a particularly durable or lucky specimen is warped into a mighty monstrosity by its exposure to the storm. Greatly increased in size and strength, and favored by (mostly) beneficial warping effects, these creatures are known as behemoths.

Raging Colossi. Most behemoths are solitary creatures motivated by two things: pain and hunger. The common reaction to other creatures is violence, as the behemoth lashes out in rage or in an attempt to kill or consume intruders to sate its constant hunger. Occasionally a behemoth will develop the presence of mind to cooperate with other creatures. Most often, a behemoth will ally with creatures of its original type, but any creature clever enough to meet a behemoth’s needs has a chance to gain a powerful ally so long as they keep them happily fed. Unfortunately, behemoths are impulsive in the extreme and will occasionally kill and devour an ally in a fit of pique or hunger.

Hill Giant Behemoth

Gargantuan aberration, chaotic evil
Armor Class 14 (natural armor)
Hit Points 145 (10d20 + 40)
Speed 40 ft.
STR DEX CON INT WIS CHA
25 (+7) 8 (−1) 19 (+4) 3 (−4) 9 (−1) 4 (−3)

Saving Throws Str +14, Dex +3, Con +13, Cha +5
Skills Perception +2
Damage Resistances bludgeoning from nonmagical attacks
Senses passive Perception 12
Languages Giant
Challenge 6 (2,300 XP)

Virulent Pustules. When the hill giant behemoth takes piercing or slashing damage, the pustules on its hide erupt in a noxious spray. Each creature within 5 feet of the behemoth must make a DC 17 Constitution saving throw. On a failure, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. On a success, the creature takes half damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Actions

Multiattack. The behemoth makes two battleaxe attacks, two slam attacks, or one of each.

Battleaxe. Melee Weapon Attack: +6 to hit, reach 15 ft., one creature. Hit: 25 (4d8 + 7) slashing damage.

Slam. Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: 20 (3d8 + 7) bludgeoning damage.

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