Behemoth and Leviathan Roll Table
I have spoken of the old horrors of the world, the scaled aberrations and humans-made-monsters, but there are other things which yet roam the earth that harken back to the time between, after the time of dragons but before the dawn of man. The primordial age when the Terrestrial Gods roamed the earth freely, and made of it a wild garden which trampled all lesser beings. They contested the hoary old wurms that crawled from the depths and the alien predators of the Outer Dark which flitted down to prey upon the world.
And they fell, of course, as man devoured them.
But their creations remain. Every great beast, every astounding hulk of flesh and sinew not claimed by dragon-kind, these are their children.
The Behemoth
For all its fearsome bulk it does not feed on flesh but rather the trees and grasses, rendering fields barren and branches stripped. A bane to farmers and a trampler of hovels but not a hunter of men as other beasts are, save when maddened with rage by pain or sorrow. By default, the behemoth has wrinkled gray skin and a build like an auroch, but with a lumpen head unlike any breed of cattle, and a small, bristled tail, however, many sport stranger features.
1. It has a muscular tail ending in a 1d4 (1. bony club 2. prehensile whip 3. nest of spines 4. roll again halved damage, doubled reach), 1d12 appropriate damage type.
2. It has great ears of drooping flesh or ribbed like the wings of a bat, it may hear anything in its hex unless caution is taken.
3. It has 1d2 flexible trunks, it may grab, choke, and throw objects, such as boulders or people.
4. It may wallow in water for hours, and is so dense it can run underneath the surface of it.
5. It has a simian body, walking on its knuckles and pulling trees and walls down with ease.
6. It has a mouth of great, blocky teeth, eerily human, 1d12 crushing damage.
7. It has a single immense eye. If it sees you then it can track you unerringly across miles. Hiding helps, but it will remember where you vanished from sight and notice if you leave cover.
8. Its dung is boiling hot and noxious, it can emit it in a 90 degree cone behind itself once per encounter.
9. Its legs are very short, its belly dragging on the ground and its neck low to it. No soft underbelly or bared throat to exploit, its movement is halved but attacks against it have disadvantage by default.
10. It has broad paws like a mole and can tunnel into the earth at the speed of a walking man.
11. It has a thick coat of hair and can be found in the most harshly cold climes.
12. It has an uncharacteristically long snout, like that of a wolf or crocodile. It can swallow medium-sized creatures whole on a successful bite attack.
13. It has thick, muscular haunches, even more built than the usual pillar legs of a behemoth. When it stomps the ground, save DEX or be proned. Recharges on a 4 of a 1d4.
14. Quills hang from its back, and it can use muscular contractions to eject them as javelins, and the target must be facing its sides.
15. Bulbous sacs of gas cause it to seem grotesquely lumpy and misshapen, but its weight is reduced such that it can climb trees or walk over frozen rivers without issue. Cannot fly or glide, but will not take fall damage. Destroying these removes the ability, and halves the value of any harvested parts.
16. It has bristled, sharp, boarlike hair that faces downward; it cannot be climbed without full plate, with all the penalties that implies. Perhaps some special protective suit could be devised that will save you from flensing yourself without impacting mobility...
17. It swallows stones to aid in digestion. It can vomit them up in self-defense, rules as sling but with doubled damage. Has 1d4 per day, must take another day to forage for more.
18. It is for whatever reason a lightning rod, but so long as it is planted firmly on the ground the shock is transferred to its surroundings, taking 1d6 damage while anyone around them is blasted with the full effect.
19. It is surrounded by swarms of parasite birds (as stirge) that hamper any efforts to traverse or camp in the same hex as it, only growing worse as you approach.
20. Has webbed limbs, can actually swim decently for half its movement speed.
The Leviathan
Like the behemoth the leviathan is known as a peaceable creature, but unlike it there are some who defy this rule, growing cruel and toothsome in the depths. By and large, they are shaped as great fish with fluked tails, but have exteriors of thick skin and blubber, and breathe air rather than water. Unlike behemoths, the leviathan can always attempt to swallow a foe. Further, its flesh is saturated with alchemical oils that when rendered can power the mechanisms which wind the springs that serve as clockwork hearts to the brass wonders of the cultivated men.
1. Its limbs are webbed paws at the end of short, bulky arms; it may clumsily trundle onto land.
2. It has gills; it actually can breathe in water as easily as air.
3. It preys on creatures of the land, its wailing cry draws them into the sea. Save WIS to resist, and another to avoid entering the water.
4. Its mouth is fringed with long, flexible whiskers. Once could mistake its tendrils for those of a giant squid save for the lack of suckers, but the beast below is far larger than the limbs would suggest.
5. It can spit out a beam of pressurized water from its blowhole, which can bore holes in wood, chain, and flesh, but not solid plate.
6. It can spurt out a gout of boiling steam from its scarred blowhole.
7. It has a body like a piscine chimera, that is, a human torso and arms with webbed digits. Carries 1d4 (1. A massive club made of driftwood 2. An ancient spear from the days of the Titans 3. An alchemical cannon stolen from a ship, now it fires chunks of poison coral 4. An immense net of woven seaweed).
8. Instead of baleen it has long conical teeth all tangled together, 1d12 crushing and/or piercing damage.
9. It has another pair of fins, increase its movement by .5.
10. Its blubber is exceptionally dense with fuel. Worth double, but two harvesting checks are failed consecutively it explodes, dealing HDd6 damage everywhere in a 50 foot radius.
11. It has great folded growths of skin obscuring its vision and mouth. Disadvantage on any normal attempts to attack. Because of this it will instead just bodyslam things, dealing 1d12 damage to anything within 10 feet in the form of crushing, shrapnel, etc.
12. Its body is very long, it can constrict even ships. It may be mistaken for a seagoing wurm and provoke disproportionate response from the local coastal realms (a wurm is a far worse thing).
13. It has thick fins like a ray, and can glide its movement across the air so long as it ends its turn back in the water, becoming immobilized if crashing onto land.
14. Sharp barnacles with whiplike tendrils nest on its surface; they make an attack with 1d4 damage on hit for every failed melee attack against it.
15. It is immense and broad, its back like a small island. It is hard to provoke, but after you stand upon it it will sink in 1d12 turns, and the whirling eddies it creates make drowning likely, to say nothing of what might be trailing behind it...
16. It has a rigid, edged dorsal fin it can make lie flat along its spine or rise up to slash at foes. It does 2d12 slashing damage if it hits but its movement is highly telegraphed, requiring a long charge, and is more dangerous against a ship or other large sea beast than a person.
17. It has a teardrop shape; its mouth is immense and can engulf large creatures as well as medium ones with ease.
18. 1d4 large sharks follow it around, attacking anyone who tries to fight it in the water. If the leviathan is reduced to half HP, they go into a frenzy and attack it as well.
19. A tribe of piscine chimerae have formed a symbiotic bond with the leviathan, led by a sarkitheurge. They will fight you if you try to slay it, but do some quests for them and the magus may offer to induct you into their aquatic lineage.
20. A coral reef grows on its back. It cannot go too far down without killing its inhabitants, who by now have become a vital part of its biological functions. But anyone trying to clamber upon it must make all manner of saves versus poison, exhaustion, or death depending on what poisonous colony they have the misfortune to tread on.
Other Traits
Some features have been observed among them both, suggesting that once the pair were of a single family, ere the land and sea parted them. There also also other, unrelated traits that have been recorded.
1. It is covered with (behemoth) thick, rigid folds of leathery skin or (leviathan) broad scales, AC as chain.
2. It is covered in a segmented, bony shell, AC as plate
3. It has a long neck like a serpent, it can bite even behind itself.
4. Parasites crawl across it, 1d20+5 1 HD mites which harry and harass those who hunt their host.
5. A pagan magus dwells atop it, half beast himself, who calls wind and rain to obscure its passing.
6. It sports 1d3 pairs of long tusks, [num]d6 piercing damage. A crit fail causes the tusk to break.
7. It bears 1d4 (knobbed or sharp) horns, [num]d8 (blunt or piercing) damage, breaks on a crit fail.
8. It is voracious. If it is on a hex with a farm on it, or a hex used by fishermen, that hex will be depleted and ruined in 1d6 days unless it is driven off.
9. It is foul, bodies of water in that hex (including the entire hex if oceanic) are undrinkable and unfishable while it remains, and 1d4 days after.
10. It is spiteful; if you harm it and escape while it lives, it will slowly follow you until you are weak enough that it thinks it can finish you off. If you go somewhere it cannot, it will remember you for the rest of its life.
11. It is a smaller kind, halve whatever HD your system would find appropriate for such creatures but now there are 1d4+2 of them.
12. It has a thickly boned head, a battering ram of a creature capable of smashing through castle walls or a ship's hull.
13. It has one more pair of legs/fins than it should, increase its movement by .5.
14. Its face is eerily humanoid, with a jaw and brow like our own. It can speak in monosyllabic, simple sentences of the tongue of the nearest civil realm (it learned by listening).
15. 1d4 young follow it. The loss of even one will send it into a psychotic fury, and simply threatening one will provoke a lethal response.
16. Its bellows are so loud they can damage flesh; 1d8 concussive damage to all who hear it, save CON or be deafened for one round, recharges on a 4 of a 1d4.
17. 1d4 monstrous worms (not wurms) dwell inside its guts. If the beast is slain it will slither out and attack madly. Take the HD of the creature and split it evenly between the worms, then divide by half. 1d8 bite attack, can grapple and constrict.
18. Moss or kelp grows on its back; advantage to checks to stay in stealth, or disadvantage for seekers as appropriate.
19. A pattered palanquin remains affixed to its back; hooks still driven into the creature's flesh. A lord's ransom in treasure is within, but 1d4 rival parties are on its trail.
20. A 1d4 (1. seige bombard 2. volley gun 3. rifled cannon 4. flame-spewer) and a series of swivel guns are affixed to its back, it is an escaped war beast manned by 1d6 (1. deserters 2. trained munition apes 3. undead 4. homunculi 5. golems 6. bandits) who fire at anything that gets too close. Can be trained if captured, but someone still wants it back.
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I like the idea of turning mammalian megafauna into a vague mess of oceanic and terrestrial micro-kaiju (I saw because I imagine the biggest of these as being like barn sized, leviathans can sometimes get a lot bigger though). A brave knight should be able to slay it by charging a horse and huge lance right into its jugular but the smart thing to do would probably be a more involved and careful plan than that.
Would you like to be in an invite-only discord server for ttrpg discussions? It's a chill place, everyone there is obsessed with rpgs. I think that you'd be a good fit.
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