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Behemoth, Thalassic

Behemoth, Thalassic

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

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

Source: Pathfinder d20pfsrd.com

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.

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 Dexterity, +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/day – tsunami (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
Strength 47, Dexterity 8, Constitution 27, Intelligence 3, Wisdom 16, Charisma 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

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.

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