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Behemoth, Tempest

CR 22.00 Magical Beast N Colossal HD 33
Three pairs of wings beat rhythmically, churning up hurricane-force winds around this vast, birdlike monstrosity.

Riding the winds on a triple set of wings, tempest behemoths fly above all, death riding in their shadows. In battle, they snatch up foes only to cast them away from great heights, smash enemies with their wings, or hurl razor-edged scales at distant targets. A tempest behemoth's divine heritage wards its body, mind, and soul against harm. Only the most powerful magic or attack can pierce its defenses. Serene in their immortality, tempest behemoths fear no other being.

As living forces of divine retribution, tempest behemoths are sent forth into the world to raze far-flung cities, ravage towns with mighty storms, level remote mountain temples, and tear apart siege fortresses impregnable from the ground.

The advent of a tempest behemoth is generally presaged by foul weather and terrific storms that drive flocks of birds before their headwinds. The day before the behemoth arrives, the storms suddenly abate—ironically encouraging victims to emerge into the open just as the behemoth strikes.

HP
445 (33d10+264); regeneration 20
AC
40, touch 8, flat-footed 34 (+5 Dex, +1 dodge, +32 natural, -8 size)
Init
+9
Speed
40 ft., fly 200 ft. (good)
Fort
+26
Ref
+23
Will
+16
BAB
+33
CMB
+57
CMD
73
Melee
bite +41 (4d6+16/19-20 plus bleed), 2 talons +41 (2d8+16 plus bleed), wings +36 (8d8+8)
Ranged
6 scales +31 (1d10+16/19-20 plus bleed)
Space
30 ft.
Reach
30 ft.
DR
15/epic
SR
33
Defensive Abilities
unstoppable
Racial Modifiers
+20 Fly, +10 Perception
str
43
+16
dex
21
+5
con
26
+8
int
3
-4
wis
16
+3
cha
14
+2

bleed (2d6)

Gale — A tempest behemoth can generate winds of up to hurricane force as a free action, blowing in as many as three different directions at once. The winds blow either away from or directly toward the behemoth in a 30-foot-wide path that extends for 1,000 feet.

ruinous

Thunderbolt — As a swift action once every 1d4 rounds, a behemoth can shoot a bolt of lightning that deals 15d6 points of electricity damage and 15d6 points of sonic damage, and that causes permanent deafness in a 200-foot line (DC 34 Reflex save halves damage and negates deafness). The save DC is Constitution-based.

Universal Monster Rules

Bleed (2d6) Ex from Universal Monster Rule
A creature with this ability causes wounds that continue to bleed, dealing the listed damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing. The amount of damage each round is determined in the creature's entry.

Special Abilities

Gale from text
A tempest behemoth can generate winds of up to hurricane force as a free action, blowing in as many as three different directions at once. The winds blow either away from or directly toward the behemoth in a 30-foot-wide path that extends for 1,000 feet.
Ruinous from text
Thunderbolt from text
As a swift action once every 1d4 rounds, a behemoth can shoot a bolt of lightning that deals 15d6 points of electricity damage and 15d6 points of sonic damage, and that causes permanent deafness in a 200-foot line (DC 34 Reflex save halves damage and negates deafness). The save DC is Constitution-based.
Unstoppable from text

Feats, Traits & Items

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Flyby Attack from Feat

When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Hover from Feat

A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.

If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).

Improved Critical (bite) from Feat

When using the weapon you selected, your threat range is doubled.

Improved Critical (bite) from Feat

When using the weapon you selected, your threat range is doubled.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Lightning Stance from Feat

If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.

Mobility from Feat

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Situational: vs. attacks of opportunity caused by moving out of or within a threatened area: +4 dodge AC
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Snatch from Feat

The creature can start a grapple when it hits with a claw or bite attack, as though it had the grab ability. If it grapples a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage with a successful grapple check. A snatched opponent held in the creature's mouth is not allowed a Reflex save against the creature's breath weapon, if it has one.

The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.

Vital Strike from Feat

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Weapon Focus (feathers) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus
Wind Stance from Feat

If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.

Fly +29, Perception +31, Stealth -7, Survival +15

spell-like abilities:
3/day—Storm Of Vengeance (DC 21)
Details
Type
Magical Beast
Alignment
N
Size
Colossal
Environment
any air
Organization
solitary or pair
Treasure
none
Senses
blindsense 60 ft., darkvision 60 ft.; Perception +31
Languages
Aklo (cannot speak)
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
15 House/Core 3 Recognized publisher
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