Behemoth, Thalassic

Two massive limbs drag the bulk of this whale-like beast’s body from the churning waters of the sea.

Thalassic Behemoth CR 20

XP 307,200
N Colossal magical beast (aquatic, behemoth, water)
Init -1; Senses blindsense 60 ft., darkvision 60 ft..; Perception +34

DEFENSE

AC 37, touch 1, flat-footed 37 (-1 Dex, +36 natural, -8 size)
hp 391 (29d10+232); regeneration 20 (fire)
Fort +24, Ref +17, Will +14
Defensive Abilities unstoppable; DR 15/epic; Immune ability damage, aging, bleed, cold, disease, energy drain, fire, mind-affecting effects, negative levels, paralysis, permanent wounds, petrification, poison, polymorph; SR 31
Weaknesses vulnerable to miracles and wishes

OFFENSE

Speed 20 ft., swim 200 ft.
Melee bite +39 (6d6+18/19-20 plus grab), 2 claws +39 (3d6+18), tail slap +34 (4d6+9 plus trip)
Ranged water jet +20 (4d8+18/19-20 plus stun and push)
Space 30 ft.; Reach 20 ft.
Spell-Like Abilities (CL 20th; concentration +22)

3/daytsunami (DC 21)

Special Attacks capsize (DC 25), fast swallow, push (water jet, 20 ft.), rend (claws, 3d6+18), ruinous, swallow whole (4d6+27 bludgeoning, AC 28, 39 hp)

STATISTICS

Str 47, Dex 8, Con 27, Int 3, Wis 16, Cha 14
Base Atk +29; CMB +55 (+59 grapple); CMD 64
Feats Ability Focus (water jet), Cleave, Great Cleave, Greater Sunder, Greater Vital Strike, Improved Critical (bite, water jet), Improved Iron Will, Improved Sunder, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception), Vital Strike
Skills Perception +34, Stealth -13, Survival +18, Swim +30; Racial Modifiers +10 Perception
SQ amphibious
Language Aklo (cannot speak)

SPECIAL ABILITIES

Water Jet (Su)

A thalassic behemoth can blast water from its blowhole with surprising force and accuracy. This water jet has a range of 240 feet with no range penalties. A target hit by the water jet is subject to the behemoth’s push ability and must succeed at a DC 32 Fortitude save or be stunned for 1d4+1 rounds. The save DC is Constitution-based.

ECOLOGY

Environment any water
Organization solitary or pair
Treasure none

Sent by the gods to punish those who dwell near the sea, thalassic behemoths scourge ships and other vessels from the waters before turning their attention toward structures and survivors on land. Despite their massive bulk, thalassic behemoths swim incredibly fast and can easily outpace all but the fleetest of ships. On land, they can be more readily escaped, at least by those willing and able to leave homes and belongings behind. Though capable of surviving indefinitely on land and employing a clumsy, seal-like locomotion, thalassic behemoths soon weary of gravity’s never-ending drag. They rarely venture more than a mile or two from shore before returning to the comforting buoyancy of the seas.

Thalassic behemoths resemble immense sperm whales in the water, but they can quickly haul themselves ashore using their mighty forelimbs. Tail and limb alike shatter wood and stone with but a single blow, while their jaws gape wide enough to swallow smaller boats whole. The coming of a thalassic behemoth is typically foreshadowed by a dramatic increase in missing ships, strange tides, and the uncanny sight of sea life purposefully beaching upon shores. Thalassic behemoths generally spend much of their time lurking a few hundred feet below the surface—but legends hold that even greater behemoths, the dread leviathans, dwell in the deepest oceanic reaches.

Variant: Behemoth, Thalassic, Gibborim (CR 20)

[Source]

This creature resembles a gargantuan, grossly obese elephant that had learned to walk upright and then chewed its own forelegs off at the stump. The ground shakes as this vaguely humanoid behemoth teeters into view on great stumps that, although massive, are barely able to support its bulk. Its skin is dry, leathery, and sickly pink, its chest is littered with the debris of a million meals past. Its expansive gut seems as though fit to burst at any second. Its head is elephantine but conveys evil intent, shooting venomous glances from behind glowing green eyes. Its great trunk seems to sniff the air in front of it searching for its next meal, while a pair of wicked looking tusks curves menacingly before it. As it nears, a terrible trumpeting assaults your ears and you are greeted by an equally distasteful stench. Gibborim are gluttonous godlings that rise from the vomit of those deities who overindulge in drinking and feasting. An omnivore in the truest sense, the gibborim are voracious predators of the planes, migrating, from layer to layer, consuming all living matter in their path, leaving only a barren and devastated landscape in their wake.

Type/Subtype Extraplanar; this replaces a thalassic’s aquatic and water subtypes.

Melee Gore +39 melee (6d6+18/19-20), slam +34 melee (4d6+9); this replaces a thalassic’s normal melee attacks.

Spell-Like Abilities (CL 20th; concentration +22).

Breath Weapon (Su)

The gibborim can inhale with supernatural force, creating a cone of vacuum 60 ft. long, capable of sucking targets into the demiplane that acts as its stomach, including creature larger than its size. Those caught within the area of effect must succeed at a Reflex save (DC 32) to avoid being devoured. The save DC is Constitution-based.

This replaces a thalassic’s grab, fast swallow, special attacks.

Internal Realm (Ex)

The interior of the gibborim is actually larger than the exterior would suggest. Those consumed by the gibborim find themselves not in the creature’s digestive tract, but rather on a dismal demiplane that vaguely resembles abstract internal organs, periodically raining, or rather dripping acid.

Beings with the ability to gate or plane shift can escape; all others are marooned until rescued. Teleport spells function within the gibborim, but no one can teleport out. The more the gibborim eats, the larger the demiplane becomes; some may even have communities composed of stalwart survivors. Should the gibborim be destroyed, the demiplane within collapses and its living contents are expelled, unattended objects are forever lost. See Table below: Gibborim Internal Realm, for the current conditions within the ever-changing internal realm.

Gibborim Internal Realm Environment (roll once per minute)
d20 Environment (darkness no light source)
1 Acid flood (10d6 damage per round, plus drowning)
2 Acid fog (2d6 damage per round, plus fumes)
3 Acid rain (1d3 damage per round, plus fumes)
4 Cold weather (below 40° F, plus walking on ice)
5 Cold, severe (below 0° F, plus walking on ice)
6 Cold, extreme (below –20° F, plus walking on ice)
7 Falling objects small 2d6 (Ref DC 15 negates)
8 Falling objects large 4d6 (Ref DC 20 negates)
9 Falling objects gargantuan 8d6 (Ref DC 25 negates)
11 Falling objects colossal 10d6 (Ref DC 30 negates)
12 Heat, hot conditions (above 90° F)
13 Heat, severe (above 110° F)
14 Heat, extreme (air temperature over 140° F)
15 Lava pool(catching on fire, exposure, smoke)
16 Lava flood (10d6, catching on fire, smoke)
17 No air (suffocation)
18 Water filled (drowning)
19 Blizzard, hurricane, or tornado
20 Roll twice, ignore rolls of 20

This replaces a thalassic’s swallow whole special attack and tsunami spell-like ability.

Powerful Charge (Ex)

Gore 12d6 +27; this replaces a thalassic’s rend special attack.

Trample (Ex)

4d6 +18 Reflex half DC 42. The save DC is Strength-based.

This replaces a thalassic’s amphibious special quality, trip and capsize special attacks.

Vile Blood (Ex)

Any creature that uses an attack that deals slashing or piercing damage must make a successful Reflex save DC 32 or be struck by the gibborim’s horrid blood. Upon a failed save, the creature must make a successful Fortitude Save DC 32 or be nauseated for one round, a successful save results in the subject being sickened for 1 round. The save DC is Constitution-based.

This replaces a thalassic’s trip water jet, stun, and push special attack.

Feats Ability Focus (breath weapon, vile blood); this replaces a thalassic’s Ability Focus (water jet), and Improved Critical (water jet).

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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