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SYSTEM REFERENCE DOCUMENT 3.5

 
BEHEMOTH

 

Behemoth Eagle

Behemoth Gorilla

 

Colossal Outsider (Extraplanar)

Huge Outsider (Extraplanar)

Hit Dice:

21d8+126 (220 hp)

21d8+252 (366 hp)

Initiative:

+20 (+12 Dex, +8 Superior Initiative)

+12 (+8 Dex, +4 Improved Initiative)

Speed:

20 ft., fly 160 ft. (poor)

60 ft., climb 30 ft.

AC:

24 (+12 Dex, –8 size, +10 natural)

38 (+8 Dex, –2 size, +22 natural)

Base Attack/Grapple:

+21/+44

+21/+39

Attack:

Claw +25 (5d10+7) melee

Claw +29 (4d8+10) melee

Full Attack:

2 claws +25 (5d10+7) melee, bite +20 (4d12+3) melee

2 claws +29 (4d8+10) melee, bite +24 (3d10+5) melee

Space/Reach:

30ft./20 ft.

20 ft./20 ft.

Special Attacks:

Rend 8d8+20

Special Qualities:

Evasion, SR 30

Scent, SR 30

Saves:

Fort +18, Ref +24, Will +16

Fort +24, Ref +20, Will +16

Abilities:

Str 25, Dex 34, Con 23 Int 17, Wis 19, Cha 16

Str 31, Dex 26, Con 35 Int 6, Wis 15, Cha 12

Skills:

Diplomacy +27, Jump +3, Knowledge (geography, history, nature, religion, the planes) +27, Listen +30, Search +27, Sense Motive +28, Spot +41, Survival +28

Balance +32, Climb +42, Intimidate +25, Jump +34, Move Silently +32, Spot +26

Feats:

Alertness, Endurance, Flyby Attack, Improved Initiative, Iron Will, Skill Focus (spot), Weapon Finesse

Dodge, Endurance, Improved Initiative, Iron Will, Mobility, Power Attack, Spring Attack

Epic Feats:

Superior Initiative

Epic Toughness

Climate/Terrain:

Any forest, hill, mountains, and plains

Warm forest and warm mountains

Organization:

Solitary or pair

Solitary or company (5–8)

Challenge Rating:

18

19

Treasure:

None

None

Alignment:

Always neutral

Always neutral

Advancement:

21–42 HD (Colossal)

22–42 HD (Huge)

BEHEMOTH EAGLE

Skills: *A behemoth eagle receives a +8 racial bonus on Spot checks.

Carrying Capacity: A light load for a behemoth eagle is up to 2,400 pounds; a medium load, 2,401–4,800 pounds; and a heavy load, 4,801–7,200 pounds.

BEHEMOTH GORILLA

Combat

Rend (Ex): A behemoth gorilla that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals an additional 8d8+20 points of damage.

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