Barrage of Root Behemoths

Gargantuan swarm of Gargantuan elementals, neutral

Armor Class 25 (natural armor)
Hit Points 515 (30d20 + 210)
Speed 50 ft., burrow 50 ft.

STR DEX CON INT WIS CHA
30 (+10) 15 (+2) 25 (+7) 2 (-4) 19 (+4) 12 (+1)

Saving Throws Str +21, Con +16, Wis +13
Skills Perception +22, Stealth +11
Damage Resistances acid, bludgeoning, piercing, slashing
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 32
Languages
Challenge 30 (155,000 XP)
Proficiency Bonus +9

SPECIAL TRAITS

  • Earth Glide. The barrage can burrow through nonmagical, unworked earth and stone. While doing so, the barrage doesn’t disturb the material it moves through.
  • Legendary Resistance (3/Day). If the behemoth fails a saving throw, it can choose to succeed instead.
  • Regeneration. The barrage regains 30 hit points at the start of its turn. If it takes thunder damage, this trait doesn’t function at the start of the barrage’s next turn. The barrage dies only if it starts its turn with 0 hit points and doesn’t regenerate.
  • Siege Monster. The barrage deals double damage to objects and structures.
  • Swarm. The barrage can occupy another creature’s space and vice versa, and the barrage can move through any opening large enough for a Gargantuan root behemoth. The barrage can’t regain hit points or gain temporary hit points except from its Regeneration trait.
  • Unique Anatomy. The barrage doesn’t require air, food, drink, or sleep.

ACTIONS

  • Multiattack. The barrage makes three Slam attacks.
  • Slam. Melee Weapon Attack: +19 to hit, reach 0 ft., one target in the barrage’s space. Hit: 48 (8d8 + 10) bludgeoning damage.
  • Stone Toss. Ranged Weapon Attack: +19 to hit, range 90/360 ft., up to three targets. Hit: 78 (12d10 + 10) bludgeoning damage.
  • Shower of Stone (Recharges 4-6). The barrage extends its body into the ground, disrupts the earth, and causes stone to shower on its enemies. Each creature within 60 feet of the behemoth must make a DC 24 Constitution saving throw, taking 110 (20d10) bludgeoning damage on a failed save, or half as much damage on a successful one.
  • Stone Gaze (Recharge 6). The barrage stares deep into the soul of its enemies. The barrage targets a creature that it can see within 60 feet of it. The target is petrified and must make a DC 24 Constitution saving throw at the end of each of its turns until it has two failures or two successes. On two successes, the effect ends. On two failures, the effect becomes permanent. The greater restoration spell and similar magic that can undo petrification have no effect on a petrified creature unless the barrage is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it.

LEGENDARY ACTIONS

The barrage can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The barrage regains spent legendary actions at the start of its turn.

  • Collide. The barrage makes one Slam attack.
  • Flow. The barrage moves up to its movement without provoking attacks of opportunity.
  • Stone Stare (Costs 3 Actions). The barrage uses Stone Gaze.

ABOUT

In the deepest, lushest forests of the Elemental Plane of Earth, there are creatures beyond understanding. These beings have infinite forms incomprehensible to mortal eyes, but the mind conjures images of gigantic wolves made of tangled greenery and roots. The few mortals who have seen these creatures and lived to tell the tale have called them root behemoths.

Playful but Deadly. Root behemoths find creatures not made up of rocks and plant matter to be intriguing. The root behemoths do not understand that their explorations of these creatures can be fatal. If a root behemoth sees something it has never seen before, it investigates, and that can lead to disastrous results.

Force of Nature. The most terrible quakes and volcanic eruptions on the Material Plane are often the result of a root behemoth making its way out of its native plane.

Individual root behemoths panic in such a situation, creating devastating impacts on the environment around it.

Always Underfoot. Because root behemoths live underground and sometimes travel without surfacing, one could be lying below with those above completely unaware.

A whole barrage of root behemoths tends to be noticeable though as its lair affects the surrounding area. Nonetheless, those who burrow or travel below the surface may be surprised to come face to face with one of these massive creatures or an entire barrage of them.

Accidentally Worshipped. Root behemoths are so expansive that mortals often mistake them for gods.

There are tales of cults that try to follow these majestic creatures or to deliberately put themselves in the path of one. Some don’t survive the encounter, but the surviving cult members simply blame it on the will of their gods.

Groups that worship root behemoths look for their tracks or other evidence that they have been there. If any signs are discovered, it is seen as a blessing for the first to spot them.

Section 15: Copyright Notice

Affinity Torus Copyright 2022 Dias Ex Machina Author Chris Dias

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