Defend Humanity from hostile dissidents and alien threats for Managed Democracy and for Super Earth!
Played | 5 times |
Cloned | 0 times |
Created | 109 days ago |
Last Updated | 14 days ago |
Visibility | Public |
Description
The Terminid Charger Behemoth is a tougher variant of the Charger, sporting angled armor that gives it increased health and durability compared to its weaker counterpart. Living up to their name, Chargers charge at Helldivers in an attempt to bash or trample them, dealing a significant amount of damage. This can concuss and potentially launch Helldivers. Chargers will also use their claws at close range. In a charge, they lose much of their lateral mobility, making the best manner of evasion simply running perpendicularly to the side. Their thick carrapace means that human infantry needs anti-tank weaponry or to directly use vehicles to combat the Charger. If the thick shell carrapace of its body manages to be cracked or ruptured, the Charger Behemoth will begin taking exposure damage.
Size | Large |
Type | Monstrosity |
CR | 10 |
XP | 5000 |
Languages | Communicates through pheromones, suspected hivemind |
Armor Class | 20 |
HP Range | 150 - 180 (Avg: 165) |
Damage Vulnerabilities | Fire |
Damage Resistances | Piercing |
Damage Immunities | None |
Condition Immunities | None |
Charge
The Charger Behemoth can move up to twice its speed in a straight line towards a target, making a melee attack as part of the charge. If the Charger Behemoth hits the target, it deals 2d12 + 5 bludgeoning damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone.
Claw Strike
The Charger Behemoth makes a melee attack with its claws against one target within reach. On a hit, the target takes 3d8 + 5 slashing damage.