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Pathfinder

Compendium

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Thalassic Behemoth

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

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.

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 increments. A target hit by the Water Jet Is subject to the behemoth's push ability and must succeed at a DC 34 Fortitude save or be stunned for 1d4+1 rounds. The save DC is Constitution-based.

Attributes

AC
37, Touch 1, Flat-footed 37 (-1 Dex, +36 Natural, -8 Size)
Alignment
N
Base Atk
+29
CMB
+55 (+59 Grapple Or Sunder)
CMD
64 (66 Vs. Sunder)
CR
CR 20
Cha
14
Con
27
Creature Type
Magical Beast (Aquatic, Behemoth, Water)
DR
15/epic
Defensive Abilities
Unstoppable
Dex
8
Environment
Any Water
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
Fort
+24
HP
391 (29d10+232); Regeneration 20
Immune
Ability Damage, Aging, Bleed , Cold , Disease , Energy Drain , Fire , Mind-affecting Effects, Negative Levels, Paralysis, Permanent Wounds, Petrification, Poison , Polymorph
Init
N Colossal Magical Beast ( Aquatic , Behemoth, Water ) 1
Int
3
Language
Aklo (Cannot Speak)
Melee
Bite +39 (6d6+18/19-20 Plus Grab ), 2 Claws +39 (3d6+18), Tail Slap +34 (4d6+9 Plus Trip)
Organization
Solitary Or Pair
Racial Modifiers
+10 Perception
Ranged
Water Jet +20 (4d8+18/19-20 Plus Stun And Push)
Reach
20 Ft.
Ref
+17
SQ
Amphibious
Senses
Blindsense 60 Ft., Darkvision 60 Ft..; Perception +34
Size
Colossal
Skills
Perception +34, Stealth 13, Survival +18, Swim +30
Space
30 Ft.
Special Attacks
Capsize (Dc 25), Fast Swallow , Push ( Water Jet , 20 Ft.), Rend (2 Claws, 3d6+18), Ruinous, Swallow Whole (4d6+27 Bludgeoning, Ac 28, 39 Hp)
Speed
20 Ft., Swim 200 Ft.
Spell Resistance
31
Spell-Like Abilities
(Cl 20th; Concentration +22) 3/day— Tsunami (Dc 21)
Str
47
Treasure
None
Weaknesses
Vulnerable To Miracles And Wishes
Will
+14
Wis
16
XP
307,200
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