• Habitat: Any; Treasure: None

At the dawn of creation, the ancient gods fought countless bloody wars amongst themselves, vying for divine supremacy. In these primordial battles, the gods created weapons of such unthinkable power that the very fabric of reality was threatened. Some of these weapons were gargantuan titans that could rip apart dragons and giants as if they were mere insects.

When these divine wars came to an end, the gods that remained were forced to imprison the behemoths that they had created. They locked their creations away in impregnable prisons, buried deep within the bowels of the world. It’s possible that the gods imprisoned these creatures so that they could use them again in future conflicts—but it’s also possible that the gods were simply incapable of destroying creatures of such immense power.

Power of the Gods#

Behemoths have the ability to use the energies of creation against their enemies. They are capable of breathing out streams of energy that can obliterate flesh, metal, and stone. Few creatures can survive a direct hit from such a blast. When the gods imprisoned the behemoths, they were forced to muzzle them with adamantine chains in order to keep such immense primordial energy contained.

Engines of Destruction#

Behemoths exist for a single purpose: to annihilate anything and everything. Unlike the bestial Tarrasque, behemoths do not eat, sleep, or drink. They are sustained only by an appetite for destruction so vast that even if they were to destroy the world itself, they would still be unsatisfied. In such an event, the victorious behemoth would simply seek new worlds to destroy, drifting through space for aeons until it discovers a new focus for its unquenchable rage.

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Bonus Actions Bloodletting. Strength Saving Throw: affected by Drain Life. Failure: 52 (8d12) Necrotic damage and the target has the Poisoned condition until the end of its next turn. Derail Spellcasting. Constitution Saving Throw: creature affected by Drain Magic who also has Concentration on a spell. Failure: The target loses Concentration and explodes with energy, dealing 35 (10d6) Force damage to itself and all creatures in a 20-foot Emanation. Reactions Devour Reality (1/Day). Trigger: The behemoth is Bloodied. Response: The behemoth gorges on reality, recharging its Annihilation Breath and generating the following effects in a 1-mile Emanation originating from the behemoth: every light

source is extinguished; every spell effect ends and every magic item of Legendary rarity and below loses its magical properties DC 27, one creature for one round; every creature gains 1 Exhaustion level. Legendary Actions Legendary Action Uses: 3. lmmediately after another creature’s DC 27, one turn, the behemoth can expend a use to take one of the following actions. The behemoth regains all expended uses at the start of each of its turns. Move. The behemoth moves up to half its Speed. Spike Eruption. Dexterity Saving Throw: DC 26, all creatures in Failure: a 30-foot Emanation originating from the behemoth. 65 (10d12) Piercing damage. Swat. Dexterity Saving Throw: DC 26, one creature within 300 feet of the behemoth that it can see. Failure: The target’s Speed is reduced to 0 and it has the Prone condition.