Solaris is a land of splendor built on silence. No one recalls what came before — and no one questions it. The sun shines, the mines thrive, yet unease clings to the air like smoke. Wanderers feel it. Dreamers see it. Then they vanish. Step carefully. The ground remembers what minds forget. A golden kingdom forged in blood and shadow. Follow the light—or embrace the truth in darkness. In Solaris, forgetting is survival. Remembering… that’s when the real danger begins.
Played | 285 times |
Cloned | 55 times |
Created | 174 days ago |
Last Updated | 3 days ago |
Visibility | Public |

Description
Behemoths are simple, but powerful monsters of the earth. Capable of swallowing a man whole, their gigantic forms appear somehow as a sort of canine rhinoceros or bison, for their bodies are covered in thick fur, and equipped with sharp horns, poisonous claws, and long, muscled limbs. They dwell in the mountains and hills, the forests and the grasslands, making their dens underground, far away from civilization. Hungry behemoths have been known to lay waste to entire towns in search of food, but they can also form bonds with certain creatures, making them a prized target for beast tamers.
Size | Gargantuan |
Type | Monstrosity |
CR | 15 |
XP | 13000 |
Languages | None |
Armor Class | 18 |
HP Range | 247 - 247 (Avg: 247) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Bite
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the behemoth. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the beast, and it takes 21 (6d6) acid damage at the start of each of the behemoth's turns. If the behemoth takes 30 damage or more on a single turn from a creature inside it, the beast must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the behemoth. If the behemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Multiattack
The behemoth makes two attacks: one with its bite and one with its claws.
Poison Claws
Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) slashing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.