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Bhanyada Behemoth

Creature 12 (uncommon) — aberration

Pre-Remaster content. May include legacy alignment.

CrasherAnvilLANDaberration

The largest bhanyadas are made up of tens of thousands of component parts, all mashed together into a roughly humanoid shape that walks on stumpy legs. Bhanyada behemoths usually have at least four thick arms ending in meaty fists, although some behemoths have a profusion of hands sprouting from their torsos. A bhanyada behemoth's head is studded with tiny eyes all over its surface that observe the surrounding terrain and give information so the entire amalgamation can move in unison. Gobbets o

Source: stolen-fate-bestiary (Pre-Remaster)

Perception +23; darkvision
Languages aklo; can't speak any language
Skills athletics +23, survival +21
Str
+7
Dex
+2
Con
+5
Int
-3
Wis
+5
Cha
-1
AC 31 (all-around vision) Fort +25 Ref +20 Will +23
HP 250
Resistances bludgeoning 10
Weaknesses slashing 10
Speed 40 feet

Offense

Melee Fist (reach-10, sweep, unarmed) +26, Damage 3d12 + 10 bludgeoning plus Grab
Ranged Rock (brutal) +26, range increment 120 feet, Damage 3d6 + 10 bludgeoning

Abilities

All-Around Vision — This monster can see in all directions simultaneously and therefore can't be flanked.
Catch Rock
Extraneous FleshFrequency three times per day

Trigger A Strike scores a critical hit on the bhanyada behemoth

Effect A critical hit might simply sever a component chunk that the bhanyada can lose without much harm. The bhanyada behemoth attempts a DC 11 Flat. On a success, it doesn't take any extra damage from the critical hit (although it takes other effects normally, such as critical specialization effects).
Odor of Rot (aura, olfactory) — 10 feet. Creatures other than aberrations that enter or start their turn in the bhanyada's aura must succeed at a DC 29 Fortitude save or become Sickened 1 (Sickened 2 on a critical failure). A creature that succeeds at its save is temporarily immune for 1 minute.
Lumbering Swings — The bhanyada behemoth Strides and makes up to four fist Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty.
Throw Rock — The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
Grab

WORKS WELL WITH

WeaverLANDWeaver funnels enemies together so Lumbering Swings contacts its full complement of targets in one Stride.
ShadeLANDShade debuffs stack with Odor of Rot's sickened condition, deepening enemy vulnerability to the behemoth's strikes.
SniperLANDThe behemoth occupies and disrupts the front line, giving the Sniper unrestricted shots against distracted foes.

PUNISHES

✖ clumping✖ flanking✖ ranged reliance
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #190: The Choosing.

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