Dauntless Behemoths V1.2

Dauntless, the game, is amazing. Has some cool beasties that I'll try to get in here. Note; they're not meant for newbies or low-level characters. And their CR might be all over the place. But they can be handy for putting the fear of Rangazzad, the Mad Biology Mage into your players by having them get hunted down by an enraged beaver/rat/dinosaur the size of a couple large wagons.

The Drask

The Drask is a lizard-like Behemoth, as long and wide as two horses, with a gaping, toothed maw, long arms, a mighty tail and a dorsal fin it uses to channel the element of electricity through. A constant smell of ozone surrounds it and warns tresspassers of the master of its land. A Drask tends to ambush prey by laying on a rock for days on end, possibly, and simply barrelling down from there, its massive body rocketed forward with each massive claw swipe it makes. Prospective hunters beware; this lizard-like monster will not only absorb any kind of lightning-based attack, but actually use the current to counter-attack.

Drasks are excellent predators and very hard to surprise. They emit a constant electric field around their bodies which lets them detect the location of any creature in its range. Their lightning-based attacks make them devastating against hunters covered in metal and even ranged combatants will have a hard time taking it down.

The Embermane

As if being almost twice the size of a warhorse, with a horn to put greatswords to shame, claws as long as a scimitar and a thick, ceratinous tail is not bad enough, the Embermane is also imbued with elemental flame, despite somehow still remaining a beast. It fights by burning everything it can see, moving and striking from one moment to the other, using its fires to keep enemies at bay and burning them with its breath before charging violently in to knock enemies right back into the conflagrations

The Embermane's appearence is somewhat reminiscent of a mix between a horse with a somewhat canine head tipped with a beak and the horn of a rhinoceros. It is adorned with colorful, red plummage that bursts into flames when it charges itself with sufficient fire.

The Gnasher

The Gnasher is a violent, cruel, vicious beast, created by either a really, really crazy mage, a terrible conjunction of Wild Magics or a Beholder. Probably all of them. Do not expect to reason with one; you cannot. Even Druids cannot speak with them for the only thing these beings exist for is to destroy. Whoever created it cannot even control it; only point it in the general direction of something that they really hate. Thankfully, it is not very intelligent or tactical; a Gnasher will attempt to brute-force its way, attacking over and over, usually focusing on one enemy unless surrounded.

Gnashers are twice as tall as a man, with a beaver's face and tail but a dinosaur's body. It excels in dealing blows that cause massive bleeding as it shreds through bone and armor with ease.

The Riftstalker

There are few things more dangerous, devious or destructive than a Riftstalker. A twisted abomination of a beast, infused with Necrotic Energy, capable of casting spells, creating portals and keeping any group of adventurers separated, confused and unable to attack. It is intelligent enough to set traps, anticipate enemy movement, hide to recover, strike when its prey tries to rest and retreat with its life. Good luck, you'll need it.

The Riftstalker is somewhat reminiscent of a panther, if one trapped in equal measure in the Elemental Plane of Death and the Shadowfell. It glows with a violet corona of power as it seeks to kill, more for fun than necessity. It enjoys toying with its victims, repeatedly whipping them with its tail, striking from the ground when they try to rest and harassing for hours and days before finally killing them.

The Shrike

The Shrike was likely the first 'Behemoth' created, an experiment to improve on the more reasonable beast called 'Owlbear'. Fueled by vicious, twisted magics, empowered with the elemental plane of Air, the Shrike can unleash waves of destructive force, create whirlwinds and, despite its size, take to flight and attack its prey from the sky. Thankfully, these ferocious beasts can't stay airborne for too long and prefer melee combat to ranged harassment

Much like an Owlbear, a Shrike looks like a combination between a bird of prey and a bear. Standing nearly three times as tall as a human, with claws the size of swords and bulging, magically-enhanced muscle. Its shrieks can put a very real fear into its targets from afar.

The Skraev

At some point, someone looked at the monster called a 'Shrike' and thought 'what if it was bigger and also had command over ice?'. While someone might mistake it for an albino version of the Shrike, a Skraev is a far more dangerous foe to the unprepared. Capable of summoning blizzards, launching bolts of ice, freezing the ground and encasing its targets in columns of ice, this Behemoth brings a whole new level of challenge in taking down this monstrocity.

Skraevs look very similar to a Shrike, but their plummage is completely white, on occasion with sky-blue skylights caused by the frost on their tips. Beyond that, their core distinguishing characteristic is the two horn-like protrusions on their head, much like a snow owl's head. Observant adventurers can tell if a Skraev is close by its distinguishing cry and the unnatural flow of wind.



Drask

Large beast (behemoth), unaligned


  • Armor Class 16 (Natural Armor)
  • Hit Points 184 (16d12 + 80)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 20 (+5) 4 (-3) 14 (+2) 6 (-2)

  • Skills Perception +8, Survival +8
  • Damage Immunities lightning
  • Damage Resistances thunder
  • Senses blindsight 60 ft., passive Perception 18
  • Languages -
  • Challenge 9 (5000 XP)

Bloodied (1/day). When the Drask is reduced to half of its hit points or fewer, it is only reduced to half of its hit points. When this happens, all spells and effects currently affecting the monster immediately end.

Electric Overload. When the Drask would take lightning damage in excess of its Constitution score (default: 20) it instead can recharge one of its abilities.

Momentum. When the Drask makes a Claw attack, it can also move up to 10ft the direction of the attacked creature.

Heart Of The Storm. While Bloodied, the Drask's physical attacks are charged with mighty electric currents. Creatures struck by these attacks take an extra 1D12 lightning damage, lose their reactions for that round and must make a Constitution save DC 14 or be paralyzed until the start of the Drask's next turn. On a successful save, a target need not make another save until the start of the Drask's next turn. Creatures wearing metallic armor have disadvantage on any Dexterity saves against the Drask's lightning-enhanced attacks.


Actions

Multiattack. The Drask makes 3 attacks. Two with its Claws and one with its tail. It cannot attack the same enemy more than once in a round via its Multi-attack.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 11 (2d6+4) slashing damage4) slashing damage.

Tail Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (1d12+4) bludgeoning damage4) bludgeoning damage.

Electric Discharge (Recharge 5-6). The Drask unleashes a torrent of electricity from its dorsal fin. It strikes all creatures within 10ft, electrocuting them for 8D8 damage. Creatures struck may make a DC 14 Dexterity save to halve the damage and must pass a DC 16 Constitution save or become paralyzed until the end of the Drask's next turn.

Lightning Breath (Recharge 6). The Drask fires a mighty lightning bolt from its mouth.The Lightning bolt strikes all creatures in a 5ft wide, 80ft long line, dealing 6D12 lightning damage, halving that on a successful Dexterity save DC 18, Creatures struck by the lightning bolt must also pass a DC 16 Constitution save or be paralyzed until the end of the Drask's next turn.

Shocking Rush (Recharge 5-6). The Drask rushes forward, moving up to 40ft in a straight line and attacking all creatures within range of its movement with a Claw attack, as if it had been Bloodied.

Lightning Arc (Bloodied Only, Recharge 6). The Drask fires a devastating arc of lightning from its mouth. The bolt is 20ft wide and 80ft long, striking all creatures in its path, dealing 6D12 lightning damage and 3D12 Thunder damage, halving the damage on a successful Dexterity save DC 18. Creatures struck by the deluge of electricity must make two separate DC 16 Constitution saves; one to avoid being paralyzed until the end of the Drask's next turn and the other to avoid becoming deafened.


Legendary Action

The drask 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 drask regains spent legendary actions at the start of its turn.
Recharge (costs 2 Actions). The Drask recharges one of its actions and uses it.

Furious Assault. The Drask makes one attack with its claws.
Tail Spin. The Drask spins violently. Creatures within 10ft are attacked by its tail and, if struck, must succeed on an Athletics check DC 16 or be knocked back 10 ft.



Embermane

Large beast (behemoth), unaligned


  • Armor Class 17 (Natural Armor)
  • Hit Points 180 (19d10 + 76)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 18 (+4) 4 (-3) 10 (+0) 4 (-3)

  • Saving Throws Str +7, Dex +10, Con +9
  • Skills Acrobatics +12, Athletics +7, Perception +7, Survival +7
  • Damage Resistances fire
  • Damage Vulnerabilities cold
  • Senses passive Perception 17
  • Languages -
  • Challenge 13 (10000 XP)

Bloodied (1/day). When the Embermane is reduced to half of its hit points or fewer, it is only reduced to half of its hit points. When this happens, all spells and effects currently affecting the monster immediately end. While Bloodied, the Embermane's physical attacks can ignite targets as per Ember Flames.

Ember Flames. The Embermane's attacks that deal fire damage can ignite the target. When a creature is struck by such an attack, they must succeed a DC 15 Dexterity check or become ignited. An ignited creature takes 1D6 fire damage at the start of each of its turns until it uses its action to extinguish itself. Ignored, the flames will burn for a minute or until they burn through the material.

Legendary Movement. Whenever the Embermane takes a Legendary action, it can also move up to half its speed.

Legendary Resistance. If the Embermane fails a saving throw, it can choose to succeed instead by taking a Legendary action..


Actions

Multiattack. The Embermane makes 3 attacks. It can be any combination of Gore, Tail Swipe or Claw. When Elemental Charge is active, it can also substitute one of those attacks for Blazing Charge.

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d8+2) piercing damage2) piercing damage. The creature struck must make DC15 Athletics or Acrobatics check or be knocked prone.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 12 (2d6+5) slashing damage5) slashing damage.

Tail Swipe. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 10 (1d10+5) bludgeoning damage.

Fire Bombardment (Recharge 5-6). The Embermane fires a volley of 6 fire bombs. On contact, they explode dealing 4D6 fire damage on every creature within 10ft of the impact,and applying Ember Flames with a Dexterity save DC20 halving the damage and ignoring the Ember Flames. Flames linger on the impact zone for 3 rounds, afflicting anyone who enters those zones with Ember Flames. While Elemental Charge is active, the recharge is 4-6.

Flamethrower (Recharge5-6). The Embermane unleashes a torrent of flames from its mouth in a 40ft cone. Creatures in the area must make a Dexterity saving throw DC 15. Creatures that fail take 6D6 fire damage and are afflicted by Ember Flames, while those who succeed take half as much damage on a successful save. While Elemental Charge is active, the recharge is 4-6.

Blazing Charge (Elemental Charge Only). The Behemoth wraps itself in fire and blasts forward. It moves up to 80ft in a straight line, drawing no opportunity attacks. Those in its path and within 5ft of its path are struck by its Gore attack.


Legendary Action

The embermane 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 embermane regains spent legendary actions at the start of its turn.

Recovery. The Embermane recharges one of its attacks and uses it immidiately.

Attack. The Embermane can use its Tail Swipe or Claw attack once.

Dash. The Embermane moves 40ft in a straight line, drawing no attacks of opportunity.



Gnasher

Large beast (behemoth), unaligned


  • Armor Class 16 (Natural Armor)
  • Hit Points 172 (15d12 + 75)
  • Speed 40ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 3 (-4) 10 (+0) 6 (-2)

  • Saving Throws Str +9, Con +9
  • Skills Athletics +9, Perception +6, Survival +6
  • Senses passive Perception 16
  • Languages None
  • Challenge 10 (5900 XP)

Bleeding. Certain attacks from this Behemoth apply Bleeding. Creatures struck by these attacks, must make a Constitution save against DC 15. If they fail, they begin to bleed, losing 2D4 (5) hp every round. The bleeding lasts for one minute. Healing of any kind or making a Medicine check as an action at a DC 15 can staunch the bleeding.

Bloodied (1/Day). When the embermane is reduced to half of its hit points or fewer, it is only reduced to half of its hit points. When this happens, all spells and effects currently affecting the monster immediately end.

Aggressive As a bonus action, the gnasher can move up to its speed toward a hostile creature that it can see.

Legendary Defence If the gnasher fails a saving throw, it can spend one legendary action to succeed instead.

Actions

Multiattack. The Gnasher makes 3 attacks. Twice with its Bite and once with its Tail Club.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (1d10+5) slashing damage. Applies Bleeding.

Tail Club. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 10 (1d10+5) bludgeoning damage.

Legendary Actions

The gnasher can take 1 legendary action, choosing from the options below. The gnasher regains the spent legendary action at the start of its turn.

Reckless Charge. The Gnasher charges up to 40 feet in a straight line, moving through all creatures in its path, striking all creatures in its path with its Bite.

Tail Spin. The Gnasher spins around, striking everyone within 10ft with its Tail Club. Each creature struck must succeed an Athletics or Acrobatics check DC 15 or be knocked prone.



Rifstalker

Large beast (behemoth), chaotic evil


  • Armor Class 20 (Natural Armor)
  • Hit Points 247 (26d10 + 104)
  • Speed 40 ft., burrow 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 18 (+4) 10 (+0) 12 (+1) 6 (-2)

  • Skills Acrobatics +15, Perception +10, Stealth +14
  • Damage Resistances necrotic
  • Damage Vulnerabilities radiant
  • Senses darkvision 60 ft. passive Perception 18
  • Languages -
  • Challenge 14 (11500 XP)

Dark Dweller. The Riftstalker sees through all kinds of darkness, normal and magical.

Dark Portal. The Rifstalker creates a Dark Portal that shoots Necrotic Orbs in a direction. It fires in a straight line in a direction chosen when created. Every round, every Dark Portal fires one Necrotic Orb.

Dark Tunnel. Using Dark Portals, the Riftsalker can vanish into the ground. Every round it can either enter or exit the ground, not both.

Enrage (Recharge 5 Rounds). After 5 rounds of not being Enraged, a Behemoth enrages for one minute. Damage increases by 2, speed increases by 10ft and they gain advantage on Strength checks. Additionally, they might gain access to new attacks.


Actions

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 10 (1d10+5) piercing damage5) piercing damage.

Blindness (Recharge 1 Round). The Riftstalker casts Blindness/Deafness as per the spell, but only causing Blindness. The save DC is 19.

Charge. The Riftstalker propels itself through space. It traverses 40ft, drawing no opportunity attacks and attacking all creatures in its path once with its Bite.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 12 (2d6+5) slashing damage5) slashing damage. >

Dark Mire. The Riftstalker creates an area either 10ft radius circle or 10ft by 20ft. Those inside the area take 1D4 necrotic damage every round they begin their turn in it and treat the area as difficult terrain.

Darkness (Recharge 3 Rounds). The Riftstalker casts Darkness as per the spell. The spell lasts for 5 rounds however. >

Dimension Door (Recharge 3 Rounds). The Riftstalker casts Dimension Door as per the spell. Unlike the spell; it can teleport into the ground.

Multiattack. The Rifstalker makes 3 attacks. They can be any combination of Bite, Claw or Necrotic Orb.

Murder Palace (Recharge 5 Rounds). The Riftstalker creates a Murder Palace. The ability has a range of 40ft and the effect covers an area of 30ft radius. Those inside are isolated from the outside and vice-versa, as if a Wall of Force divided the outside from the inside of the Murder Palace. While Murder Palace is active, Summon Dark Portals summons the maximum number of portals but they only last for one round. Additionally, while Murder Palace is active, the Riftstalker can choose any point in that space to appear from and Charge.
Necrotic Orb. Ranged Spell Attack: +10 to hit, range 40/100 ft., one creature. Hit: 12 (2d6+5) necrotic damage5) necrotic damage.

Summon Dark Portals. The Riftstalker summons 2D4 Dark Portals.


Legendary Actions

The rifstalker can take 2 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 rifstalker regains spent legendary actions at the start of its turn.

Recovery. The Behemoth immidiately recovers from any of the following conditions; blinded, charmed, deafened, frightened, incapacitated, paralyzed, petrified, prone, stunned.

Spellcasting. The Riftstalker uses one of the following abilities; Blindness, Dark Mire, Darkness, Dimension Door, Necrotic Orb, Summon Dark Portals.



Shrike

Large beast (behemoth), unaligned


  • Armor Class 18
  • Hit Points 218 (19d12 + 95)
  • Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 20 (+5) 3 (-4) 14 (+2) 6 (-2)

  • Skills Athletics +8, Perception +8, Survival +8
  • Senses passive Perception 18
  • Languages -
  • Challenge 12 (8400 XP)

Enrage. After 5 rounds of not being Enraged, a Behemoth enrages for one minute. Damage increases by 2, speed increases by 10ft and they gain advantage on Strength checks. Additionally, they might gain access to new attacks. While enraged, the Behemoth has one more Legendary action per turn and its Whirlwind lasts for 3 rounds.

Keen Senses. The Shrike has excellent eyesight, granting it advantage on Perception checks that have to do with sight.


Actions

Multiattack. The Shrike makes 3 attacks. They can be any combination of Claw Swipe, Slam or Wind Buffet.

Claw Swipe. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 11 (2d6+4) slashing damage4) slashing damage.

Wind Buffet. Ranged Weapon Attack: +6 to hit, range 60 ft., Hit: 8 (1d12+2) force damage2) force damage.

Whirlwind. The Shrike creates a whirlwind. The whirlwind provides cover to anything on the other side. The whirlwind has a radius of 15ft and moves at a speed of 20ft in a direction away from the Shrike when it creates it, on its initiative turn. Creatures that enter or begin their turn in the Whirlwind take 2D10 Force damage, reduced in half on a successful Dexterity save and must make an Athletics check DC 16 or be knocked prone. The whirlwind lasts for 2 rounds.


Legendary Actions

The shrike can take 2 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 shrike regains spent legendary actions at the start of its turn.

Recovery. The Behemoth immidiately recovers from any of the following conditions; blinded, charmed, deafened, frightened, incapacitated, paralyzed, petrified, prone, stunned.

Wind Control. The Shrike uses its Wind Buffet or Whirlwind ability once.

Grand Slam. The Behemoth performs a Ground Slam attack with double the range and dealing 2D6 Force damage.

Winged Dash. The Shrike moves up to 30ft in a straight line. It can make a Claw Swipe attack at one enemy in its path.



Skraev

Large beast (behemoth), unaligned


  • Armor Class 20 (Natural Armor)
  • Hit Points 230 (20d12 + 100)
  • Speed 40 ft., fly 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+5) 3 (-4) 14 (+2) 6 (-2)

  • Skills Acrobatics +7, Perception +11, Survival +9
  • Damage Resistances cold
  • Damage Vulnerabilities fire
  • Senses passive Perception 21
  • Languages -
  • Challenge 13 (10000 XP)

Bloodied (1/Day). When the Skraev is reduced to half of its hit points or fewer, it is only reduced to half of its hit points. When this happens, all spells and effects currently affecting the monster immediately end. Icy winds pick up around the Behemoth and it glows with an eerie, cold white light.

Frost Adaptation. The Skraev is perfectly adapted to survival in frozen climates. This keeps it from having disadvantage due to harsh terrain, temperatures, elevation and the like. This makes it immune to the effects of its Frost Globe.

Legendary Resistance. If the Skraev fails a saving throw, it can choose to succeed instead.

Breath Of Ice. The Skraev's attacks are horrifically cold and freeze all that they touch. Targets that aren't immune to Cold can get receive the Chilled status if they fail a DC 16 Constitution saving throw when hit by certain attacks, which deprives them of their movement for the round (though they can use their action to Dash).


Actions

Multiattack. The Skraev makes 3 attacks, once with its Beak and two Slam attacks. The Beak attack can be substituted by an Icy Projectiles.The two Slam attacks can be substituted by an Ice Wave.

Beak. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 11 (1d12+5) bludgeoning damage5) bludgeoning damage. On hit, can apply the Chilled condition.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 14 (2d8+5) bludgeoning damage5) bludgeoning damage. When Bloodied it can apply the Chilled condition.

Ice Wave (Bloodied Only). The Skraev slams its arms on the ground and causes a wave of icy stalagmites to strike upwards. Creatures in a 30ft cone receive 4D8 Cold damage, half on a DC 18 Reflex save and must save against the Chilled condition. The Skraev can use Ice Wave only once every 3 rounds.

Icy Projectile. Ranged Weapon Attack: +7 to hit, range 60/180 ft., one creature. Hit: 9 (2d6+2) cold damage2) cold damage. Creatures struck must save against the Chilled condition. While bloodied, the area within 5ft of a struck creature becomes difficult terrain.

Frost Globe (Recharge 5-6). The Skraev creates a magical orb within 5ft of it. While the orb exists, it creates a sleet storm within 50ft of it. Creatures within the storm receive 1D10 cold damage at their start of their turn. The storm itself turns the ground into difficult terrain. Creatures beyond 10ft of each other have half cover and beyond 20ft they have full cover. The Orb has an AC of 5, resistance to Cold, vulnerability to Fire and 60hp.

Whirlwind Assault. The Skraev spins and attacks every creature within 5ft of with with a Slam attack.

Frost Tornado (Recharge 5-6). The Skraev creates a moving tornado, 10ft radius that moves 30ft every round in a straight line, lasting 3 rounds. Creatures that enter the tornado take 3D6 cold damage and must save against the Chilled condition.


Legendary Action

The skraev 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 skraev regains spent legendary actions at the start of its turn.
Fly-By Charge. The Skraev moves up to half its flight speed, making a Slam attack against every creature in its path.

Frost Aura. The Skraev erupts in an aura of frost, dealing 2D8 damage to all creatures within 10ft. If it is Bloodied, the aura extends to 20ft and forces creatues to save against the Chilled condition.

Recharge. The Skraev recharges one of its abilities and uses it.

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