Another creature from the Wasted Lands of my campaign world:
Bone Behemoth
Huge Undead
Hit Dice: 12d12 (78 HP)
Initiative: +0
Speed: 30’
AC: 18 (-2 Size, +10 Natural)
BAB: +6/+1
Attacks: Slam +14 melee, two Stamps +9 melee; or Gore +14 melee
Damage: Slam 2d6+10, Stamp 2d6+5; or Gore 2d8+15
Face/Reach: 10’x20’/10’
Special Attacks: Trample
Special Qualities: Aura of Malevolence, Immunities, Undead, Turn Resistance +2
Saves: Fort +4 Ref +4 Will +11
Abilities: St-31 Dex-11 Con- - Int-5 Wis-13 Cha-15
Skills: Listen +8, Spot +9
Feats: Iron Will, Power Attack, Cleave
Climate: Any
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 15-27 HD (Huge), 28-55 HD (Gargantuan)
A Bone Behemoth appears as a massive quadripedal amalgamation of bones of all shapes and sizes, held together by some unseen force. It invariably has the skull of some enormous beast, with eyes that are pinpricks of glowing red light in the blackness of the skull’s eye sockets. Huge bone tusks protrude from the creature’s lower jaw.
Animated by the collective anguish and despair of hundreds of creatures that died at once, such as battlefields or sites of natural disasters, Bone Behemoths roam the haunted ruins of civilizations seeking to destroy life.
Trample (Ex): A Bone Behemoth can trample Medium-size or smaller creatures for automatic Gore damage. Opponents who do not make attacks of opportunity against the elephant can attempt a Reflex save (DC 26) to take half damage.
Immunities (Ex): Bone Behemoths have cold immunity. Because they lack flesh or internal organs, they take only one-half damage from slashing or piercing weapons.
Aura of Malevolence (Su): The collective hatred and despair of the hundreds of souls that animate a Bone Behemoth can be overpowering to those in close proximity to it. Those coming within 30’ of the Bone Behemoth must make a Will save (DC 18) or become Shaken, suffering a –2 morale penalty to attack rolls, damage rolls, and saving throws. This effect lasts for 5d6 rounds.
Bone Behemoth
Huge Undead
Hit Dice: 12d12 (78 HP)
Initiative: +0
Speed: 30’
AC: 18 (-2 Size, +10 Natural)
BAB: +6/+1
Attacks: Slam +14 melee, two Stamps +9 melee; or Gore +14 melee
Damage: Slam 2d6+10, Stamp 2d6+5; or Gore 2d8+15
Face/Reach: 10’x20’/10’
Special Attacks: Trample
Special Qualities: Aura of Malevolence, Immunities, Undead, Turn Resistance +2
Saves: Fort +4 Ref +4 Will +11
Abilities: St-31 Dex-11 Con- - Int-5 Wis-13 Cha-15
Skills: Listen +8, Spot +9
Feats: Iron Will, Power Attack, Cleave
Climate: Any
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 15-27 HD (Huge), 28-55 HD (Gargantuan)
A Bone Behemoth appears as a massive quadripedal amalgamation of bones of all shapes and sizes, held together by some unseen force. It invariably has the skull of some enormous beast, with eyes that are pinpricks of glowing red light in the blackness of the skull’s eye sockets. Huge bone tusks protrude from the creature’s lower jaw.
Animated by the collective anguish and despair of hundreds of creatures that died at once, such as battlefields or sites of natural disasters, Bone Behemoths roam the haunted ruins of civilizations seeking to destroy life.
Trample (Ex): A Bone Behemoth can trample Medium-size or smaller creatures for automatic Gore damage. Opponents who do not make attacks of opportunity against the elephant can attempt a Reflex save (DC 26) to take half damage.
Immunities (Ex): Bone Behemoths have cold immunity. Because they lack flesh or internal organs, they take only one-half damage from slashing or piercing weapons.
Aura of Malevolence (Su): The collective hatred and despair of the hundreds of souls that animate a Bone Behemoth can be overpowering to those in close proximity to it. Those coming within 30’ of the Bone Behemoth must make a Will save (DC 18) or become Shaken, suffering a –2 morale penalty to attack rolls, damage rolls, and saving throws. This effect lasts for 5d6 rounds.