Behemoth

Behemoths are the children of powerful beasts who protect the Mortal Plane and the Astral Plains. Just as dragons take to the skies and leviathans swim the oceans, behemoths walk the earth, their sacred duty imparted to them by the Eternals long ago. They revere nature, working to heal the wounds inflicted on either world by evil or apathetic forces. They are beings of legend, seen only by those of the Astral Plains, though recent crises on the Mortal Plane might require their intervention.

Traits

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Age. Behemoths age as humans until their twenties and then can live up to 10,000 years.

Alignment. Of all the beings that wield the power of Essence, the behemoths are the only race so far worthy of the Eternals’ blessing. They try to help others even at the cost of their own well-being. Behemoths are neutral good.

Rarity. Mythical.

Size. Most behemoths stand over 7 feet tall and can be almost 8 feet tall, especially counting their horns. They are bulky, weighing between 220 and 400 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness within the same range as if it were dim light. Absent even dim light, this vision is monochromatic.

Astral Aggression. You know the eldritch blast cantrip. Your blasts issue from your head and take the form of your horned visage composed of force. Wisdom is your spellcasting ability for this spell.

Heritage (Celestial). You are humanoid, but you are considered to be a celestial whenever it is detrimental for you.

Sense Motive. You have proficiency in the Insight skill.

Supernatural Survivalist. You have proficiency in the Survival skill, and you know the druidcraft cantrip. When you attain 5th level, you can cast speak with dead once per day. Starting at 11th level, you can cast find the path once per day. Wisdom is your spellcasting ability for these spells, and you need no material components for them.

Languages. You speak, read, and write Common.

Behemoth Ascension. When your character finishes a campaign, you can work with your GM to make the character a deific otherworldly NPC. If your GM agrees, your behemoth ascends and becomes an astral patron in the campaign world, possibly acting as a source of power for and influence on future PCs.

Section 15: Copyright Notice

Tales of Arcana Race Guide © 2021 Arcanomicon, LLC Author(s) Matt Knicl, Chris S. Sims

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