This site is games | books | films

“Thunder Behemoth: The Colossal Avatar of Roaring Earth and Insatiable Hunger”

Thunder Behemoth : The Colossal Avatar of Roaring Earth and Insatiable Hunger
Created with Midjourney

An avatar of primal appetite and unstoppable force, the Thunder Behemoth is a gargantuan roaming cataclysm whose thunderous strides reshape landscapes and whose boundless hunger consumes forests, beasts, and even stone itself. A living tempest of destruction, it moves across the world’s wilds with inexorable inevitability, leaving devastation in its wake.


Appearance

This massive quadruped is draped in jagged, rocky armored plates resembling fractured bedrock. Its hulking body is crowned with elaborate, spire-like horns that jut skyward, and every stomp reverberates with seismic force. The earth bears the marks of its passage: gouged soil, shattered vegetation, and upturned stones attest to its colossal power.


Behaviour

Normally slow and deliberate, the Thunder Behemoth wanders with ceaseless hunger, grazing as if the very land were a feast. When provoked or driven by instinct, it erupts into a devastating charge, using its immense bulk to overwhelm foes, demolish obstacles, and reshape terrain through stomps, bellows, and unstoppable momentum.


Habitat

Thunder Behemoths roam across vast grasslands, plains, and open territories where their immense size and seismic movements are unhindered. Their passage leaves permanent scars on ecosystems, flattening forests, leveling hillsides, and even collapsing subterranean tunnels or mines in search of minerals and prey.


Modus Operandi

Fueled by insatiable hunger, the Thunder Behemoth literally plows through the land. It devours flora and fauna alike, collapses mountains and mines, and hurls rocks from its gizzard as ranged projectiles. Its earth-shaking roars act as sonic weapons, disrupting enemies and reshaping terrain before it closes in for devastating melee assaults or swallows victims whole.


Motivation

Driven by hunger and instinctive dominion over territory, the Thunder Behemoth functions as a force of nature — and, in mythic accounts, an instrument of divine wrath. Legends tell of its use in destroying cities that offend the gods, razing monuments, and leaving entire civilizations in ruin. Its inexorable approach is a harbinger of chaos, unstoppable and absolute.

  • Thunder behemoth 5e 2024
  • Thunder behemoth, Pathfinder
Thunder Behemoth: The Colossal Avatar of Roaring Earth and Insatiable Hunger
Created with Chat Gpt

Gargantuan monstrosity, unaligned
Initiative: +2
Armor Class: 22 (natural armor)
Hit Points: 460 (28d20 + 224)
Speed: 40 ft., burrow 30 ft.

AbilityScoreModSave
STR32+11+19
DEX10+0+2
CON30+10+18
INT3−4
WIS16+3+9
CHA12+1+5

Skills: Athletics +19, Perception +9
Senses: Blindsight 60 ft., Tremorsense 60 ft., Passive Perception 19
Damage Immunities: thunder, poison
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: blinded, charmed, frightened, poisoned
Languages:
Challenge: 27 (105,000 XP)


Traits

Colossal Resilience. Advantage on saving throws against effects that would restrain, paralyze, or stun it; cannot be moved against its will by magical force.

Legendary Resistance (3/Day). If the Thunder Behemoth fails a saving throw, it can choose to succeed instead.

Unstoppable Momentum. Ignores difficult terrain and can move through creatures and objects without provoking opportunity attacks.

Siege Monster. Deals double damage to objects and structures.


Actions

Multiattack. The Thunder Behemoth makes up to four Rock Spit attacks, then makes one Gore attack and one Stomp attack.

Gore. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 44 (4d12 + 11) piercing damage.

Stomp. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 50 (6d10 + 11) bludgeoning damage. Target must succeed on a DC 27 Strength save or be knocked prone.

Rock Spit. Ranged Weapon Attack: +17 to hit, range 60/180 ft., one target. Hit: 28 (6d6 + 10) bludgeoning damage. On a critical hit, target must succeed on a DC 26 Constitution saving throw or be stunned until the end of its next turn.

Swallow Whole. Melee Weapon Attack: +17 to hit, one Medium or smaller creature. Hit: Target is grappled (escape DC 27) and restrained. While swallowed, the target is blinded and restrained, has total cover from effects outside the Behemoth, and takes 21 (6d6) bludgeoning + 14 (4d6) acid damage at the start of the Behemoth’s turn. If the Behemoth takes 60+ damage in a turn from swallowed creatures, it must succeed on a DC 27 Constitution save or regurgitate all swallowed creatures prone within 10 ft.

Thunder Roar (Recharge 5–6). The Thunder Behemoth emits a deafening roar in a 120‑ft cone. Each creature that can hear it must make a DC 25 Constitution save, taking 54 (12d8) thunder damage and being deafened for 1 minute on a failed save, or half damage on a success.


Spell‑Like Abilities

(Innate, Constitution is spellcasting ability, spell save DC 24)

  • 1/day: Earthquake
  • 3/day: Meld into Stone

Casting Time: 1 action; Range: varies by spell.


Reactions

Seismic Rebound. When a creature within 15 ft. hits the Thunder Behemoth with a melee attack, it can stomp the ground. Each creature within 20 ft. must succeed on a DC 24 Dexterity save or take 30 (8d6) thunder damage and be knocked back 10 ft. (half damage on success).


Legendary Actions

The Thunder Behemoth can take 3 legendary actions at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.

  • Move. Move up to its speed without provoking opportunity attacks.
  • Stomp Attack. Make one Stomp attack.
  • Seismic Step (2 Actions). Slam the ground; each creature within 30 ft. must succeed on a DC 25 Dexterity save or be knocked prone and take 36 (10d6) bludgeoning damage (half damage on success).
  • Thunderous Surge (3 Actions). Charge in a straight line up to 60 ft.; creatures in the path must succeed on a DC 27 Strength save or take 36 (10d6) bludgeoning damage and be knocked prone (half on success).

Lair Actions (On Initiative Count 20)

  • Quaking Step: 30-ft radius; DC 26 Dexterity save or fall prone and take 14 (4d6) bludgeoning damage.
  • Boulderfall: 20-ft wide line up to 60 ft.; DC 26 Dexterity save or take 18 (4d8) bludgeoning damage.
  • Thunderous Reverberation: 60-ft radius; DC 25 Constitution save or be deafened for 1 min and have disadvantage on attack rolls until end of next turn.
  • Rumbling Ambush: Difficult terrain forms within 30 ft.; creatures entering or ending turn there must make DC 24 Strength save or fall prone.

Regional Effects (Within 6 miles of lair)

  • Earth Tremors & Sinkholes: Random minor quakes disrupt travel.
  • Plant Devastation: Nonmagical vegetation dies within days.
  • Magical Echoes: Thunder and rumbling noises impose disadvantage on Wisdom (Perception) checks relying on sound.
  • Burrowing Frenzy: Underground areas unstable; DC 15 Dexterity saves needed when exploring caves or tunnels.

Tactics

  • Begins combat with Rock Spit to harass ranged opponents.
  • Charges in with Thunderous Surge and Trampling Rush to scatter formations.
  • Uses Swallow Whole to remove key foes.
  • Casts Earthquake to reshape battlefield and collapse terrain.
  • Uses Meld into Stone for ambush or strategic retreat.
  • Legendary and lair actions control battlefield and punish clustering.

Lore

Thunder Behemoths are colossal forces of nature and divine wrath. Their thunderous steps shake the land, rocks fly from their gizzards, and they can swallow foes whole. They devour flora, fauna, and settlements in their path, leaving wastelands where civilizations once stood, and their approach is often heralded by tremors, falling trees, and unsettled wildlife.

Thunder behemoth 3
Created with Midjourney

[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]

This enormous beast has rocky, armored plates on its body. Elaborate horns crown its horrific head.

Source: Pathfinder d20pfsrd.com

Thunder behemoths walk the land as little more than roving appetites, driven by an all-consuming hunger to devour every animal, plant, and even building in sight. They indiscriminately gorge their five seemingly bottomless stomachs on forests and jungles, collapse mine and mountain alike in search of ore, and raze settlements and strongholds for the cowering morsels within.

Thunder behemoths are sent out by the gods to destroy wicked cities, raze great temples or monuments that offend divine eyes, and otherwise act as instruments of divine wrath either on the surface of a world or just below it. The days before a thunder behemoth arrives are fraught with minor but unnerving earthquakes, mass exoduses of burrowing animals to the surface, and an unexplained increase in fallen trees and sinkholes.


Thunder Behemoth CR 18
XP 153,600

N Colossal magical beast (behemoth, earth)

Init -2; Senses Blindsense 60 ft., Darkvision 60 ft., tremorsense 60 ft.; Perception +27
DEFENSE
AC 35, touch 0, flat-footed 35 (-2 Dexterity, +35 natural, -8 size)

hp 337 (25d10+200); regeneration 20

Fort +22, Ref +12, Will +12

Defensive Abilities unstoppable; DR 15/epic; Immune ability damage, acid, aging, bleed, disease, energy drain, fire, mind-affecting effects, negative levels, Paralysis, permanent wounds, petrification, poison, polymorph; SR 29

Weaknesses vulnerable to miracles and wishes
OFFENSE
Speed 30 ft., burrow 30 ft.

Melee bite +33 (4d6+16 plus grab), gore +33 (4d6+16), 2 stomps +28 (2d8+8 plus trip)

Ranged 4 rocks +15 (3d6+24 plus stun)

Space 30 ft.; Reach 20 ft.

Special Attacks fast swallow, mighty roar, rock spitting, ruinous, swallow whole (4d6+24 bludgeoning and 4d6 fire damage, AC 27, 33 hp), trample (2d8+24, DC 38)

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

3/day – earthquake (DC 20)
STATISTICS
Strength 43, Dexterity 6, Constitution 26, Intelligence 3, Wisdom 14, Charisma 15

Base Atk +25; CMB +49 (+53 grapple); CMD 57 (61 vs. trip)

Feats Awesome Blow, Cleave, Great Cleave, Greater Bull Rush, Greater Overrun, Greater Sunder, Improved Bull Rush, Improved Overrun, Improved Sunder, Iron Will, Lunge, Power Attack, Snatch

Skills Perception +27, Survival +14, Swim +20; Racial Modifiers +10 Perception

Language Aklo (cannot speak)
SPECIAL ABILITIES
Mighty Roar (Su)  

Every 1d4 rounds as a standard action, a thunder behemoth can issue a mighty roar in a 60-foot cone that duplicates the effect of an empowered greater shout (Fortitude DC 30 for half damage). This is a sonic effect. The save DC is Constitution-based.
 
Rock Spitting (Ex)
 

A thunder behemoth can spit rocks from the essentially inexhaustible store in its gizzard. It can spit up to four rocks as a standard action, with a range increment of 60 feet. A creature that is critically hit by one of these rocks must make a DC 38 Fortitude save to resist being stunned for 1 round. The save DC is Strength-based.
 
Swallow Whole (Ex)

A thunder behemoth has five stomachs and can shunt a swallowed victim into any one of them (usually choosing an empty stomach).
ECOLOGY
Environment any land

Organization solitary or pair

Treasure none

Section 15: Copyright Notice – Pathfinder Roleplaying Game Bestiary 3

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.

Scroll to Top