Before humans, dwarves, or even elves existed, the behemoths walked the material plane. Widely considered one of the first beings shaped by the gods, behemoths were so mighty they unintentionally threatened the other races intended to populate creation. With no mortal force capable of taming them, the gods stepped in directly to capture the beasts and take them to celestial realms where they could serve another purpose.
Yet the presence of behemoths has not been forgotten. Every few millenia someone will claim to have seen a behemoth the gods missed in their initial sweep. Even more concerning are the beasts who seem to have escaped from celestial planes, still wearing the harnesses forged by the gods to control their actions.
Behemoths are massive but solitary creatures, typically driven into a rage at the mere sight of another creature in their territory. While they are strict herbivores, sentient beings give them a wide berth – behemoths will often swallow other creatures, damage them with acid from one of their stomachs, and vomit them out in an effort to disorient them. A behemoth left to itself might eat an entire forest or drink up a lake, but allowing that is safer than confronting one in combat.
Or at least it was. Some “divine behemoths” who escaped their masters still wear their celestial harnesses. If a mortal could take hold of this harness, they would become master of a force many in the material plane have barely seen. Of course, behemoths are loathe to let anyone close to them, let alone allow a humanoid to crawl along their fur…
Do you want a miniature of this Beastie? Well, this Annis artwork is provided by the folks at ArcKnight, who produce Flat Plastic Miniatures and other RPG supplements. You’ll get one if you order ArcKnight’s Legendaries set!
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A pay-what-you-want, OGL compatible PDF of the Divine Behemoth is available at DriveThruRPG. You can also support our Weekly Beasties by giving to our Patreon page. The Beastie itself can be found below:
Gargantuan monstrosity, unaligned
Armor Class 21 (natural armor)
Hit Points 310 (20d20 + 100)
Speed 40 ft., climb 20 ft., swimg 10 ft.
STR 27 (+8) DEX 15 (+2) CON 20 (+5) INT 11 (+0) WIS 12 (+1) CHA 11 (+0)
Saving Throws Dex +10, Wis +9, Cha +8
Damage Vulnerabilities radiant
Damage Resistances cold, poison, psychic; bludgeoning, piercing, and slashing damage from non-magical weapons.
Damage Immunities force
Condition Immunities blinded, charmed, exhaustion, frightened, grappled, incapacitated, paralyzed
Senses blindvision 120 ft., passive Perception 11
Proficiency Bonus +8
Challenge 22 (41,000 XP)
Legendary Resistance (3/Day). If the behemoth fails a saving throw, it can choose to succeed instead.
Relentless. If the behemoth takes 21 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Charge. If the behemoth moves at least 30 feet straight towards a target and then hits it with a claw attack on the same turn, the target takes an extra 10 (3d6) slashing damage.
Celestial Harness. The divine behemoth is still wearing the divine harness crafted by the gods before it escaped the celestial planes. If a character can climb the behemoth’s body (requiring 3 opposed Strength contests, with a critical failure shaking the character off) they can grip the harness and attempt to forcibly control the behemoth.
When a character first grips the divine behemoth’s harness, it can cannot control the behemoth’s actions, but redirect them. For example, if the behemoth attempts to attack a party member, the attack can be redirected to a hostile NPC within range instead. If there is no other acceptable target in range, the behemoth will hit the target of its original choosing.
A character gripping the harness can calm and command the divine behemoth with successful DC 20 Wisdom (Animal Handling) checks. On the first failed check after a success, or if the target releases the harness for at least an hour, the behemoth regains control of its faculties and begins attacking all nearby creatures once again.
Multiattack. The behemoth can make a bite and claw attack in the same turn. If another target is behind or flanking the behemoth while making one of these attacks it may make a third attack with its tail. It can use its Swallow instead of its bite.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 27 (3d12 + 8) piercing damage. If the target is a creature it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the behemoth can’t bite another target.
Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 21 (3d8 + 8) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one creature. Hit: 18 (3d6 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Frightful Presence. Each creature within 100 feet of the behemoth and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the behemoth is within line of sight, ending the effect on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the behemoth’s Frightful Presence for the next 24 hours.
Swallow. The behemoth makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the behemoth, and it takes 42 (12d6) acid damage at the start of each of the behemoth’s turns. After the behemoth has completed two full turns, it regurgitates the swallowed creature, which falls prone in a space within 10 feet of the behemoth.
The behemoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The behemoth regains spent legendary actions at the start of its turn.
Attack. The behemoth makes one claw or tail attack.
Move. The behemoth moves up to half its speed.
Regenerate (Costs 2 Actions). The behemoth regains 15 hit points.