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Behemoth, the Beast of the Earth

Denizen of the Life Aspect

Behemoth is the Primeval Land Beast of the [Insert Mythology Here]. A terrifying and powerful
creature, he is able to drink in an entire river should he choose to do so, his flesh and bones are
as tough as iron and his tusks and strength can match even the likes of the Leviathan. He lives
in an invisible desert east of paradise and is quite a gentle creature despite his immense power.
At the summer solstice of each year, he lets out an incredible and terrifying roar, it shall strike
fear into all animal kind for a year onwards and would make them far less aggressive than they
would be otherwise.

The Quest
Land of Beasts: A Land filled with wild fauna of all kinds, from mundane wolves and felines, to
the ancient raptors and mammoths, to fantastical dragons and griffins, to the alien and celestial
beasts with no earthly names. All of these and more roam the Land, and all of them are
aggressive. All of them are engaged in strife in some way, either with each other or with the
Consorts and Underlings. The Player must pacify these beasts, either by themselves or by the
roar of the Denizen who could command them.

The Battle
Behemoth is a powerful Denizen indeed, physically speaking at least. Most of his abilities
increase his Physical Attributes, mostly Mangrit and Vim, to ridiculous amounts, allowing him to
survive and kill almost anything. His strength is such that he could create earthquakes with his
attacks, while his flesh is such that most attacks are incapable of wounding him at all. He also
has command over all the beasts who make the land their home, allowing him to call up their
services whenever he so desires.

The Prize
Might of Mountains - A pair of leather gauntlets. They dramatically increase the Mangrit of their
user, such that any attack made by them could create shockwaves that could deal a fraction of
their damage to everything in the area. Shockwaves that cannot damage the user and that
could be easily turned into a weapon.
Strife Portfolio

Gargantuan Size
Behemoth is the mightiest of the earth’s creatures. He is powerful enough to drain whole rivers
by drinking, and his roar is such that all beasts shall cower before him for an entire year. This
ability grants Behemoth incredible size, even for his fellow Denizens. With this size comes
power. Physical power to be exact. This boost in size would increase Behemoth’s Mangrit and
Vim by quite a lot, and his Alacrity is also increased by a slightly lesser degree.

Flesh of Iron
Behemoth is the strongest of the earth’s children, his bones are like brass, his flesh is like metal.
Very few would be able to harm him. This ability grants Behemoth a high natural Armor rating,
one that would negate the effects of most mid-level attacks as soon as they make contact with
it. It is comparable to a high level set of complete armor, one that is irremovable from Behemoth
himself. It also increases Behemoth’s Vim by quite a lot, which stacks with his other abilities
quite well.

King of Earthbound Beasts


Just as Ziz rules over the birds and inhabitants of the sky, Behemoth rules over the land bound
animals and those who make the ground and surface as their home. This ability allows
Behemoth to command any animal that naturally lives on land, such as rhinoceros’, lions, tigers,
bulls, and snakes, and unleash them upon the Player. He could create Underling Templates
based on land bound animals easier, such as Canine, Feline, Sauropod, and Serpentine.
Underlings with those Templates may be created at half the cost, while also allowing Behemoth
to spend a turn creating one in the middle of a Strife. His roar is terrifying to all these earth
bound beings, allowing it to pacify all animals that hear it for an entire year.

Might of the Earth


Behemoth is the strongest of the earth, all animals fear him and his might. This ability increases
Behemoths Mangrit to titanic levels, not only are most of his attacks capable of killing most non
god tier enemies, but they also reshape the landscape as well. All his physical attacks now
create craters and miniature earthquakes that deal a fraction of the attack’s Damage to
everything within a Medium Radius.
Treasure Hoard

Tusk of Behemoth
One of Behemoth’s severed tusks, either one he has lost in a previous engagement, or one that
the user themselves has ripped out of his face. Its around the size of a skyscraper, so it is quite
a feat to have it severed in the first place.
Ivory of the King of Beasts - All beasts, be they avian, aquatic, or land bound are afraid of
Behemoth, none would their challenge him. This feature, one that is automatically granted to
anything crafted or Alchemized from the object, makes all animals within a long range of the
user more docile. Savage animals would seldom attack anything, even if when their prefered
prey is presented to them. They would not dare challenge the wielder, for one bearing a piece of
the King of Beasts is not one they could challenge. No, they would rather run, or better yet,
grovel before the wielder than attack him. They would only do so if they are truly desperate.

Might of Mountains
A pair of leather gauntlets made out of Behemoth’s hide. It is incredibly tough, and would grant
its wielder a sliver of the strength of the mighty Denizen.
Rupture Fist - The gauntlets increase the user’s Mangrit by an incredibly amount, enough for
them to actually cause miniature earthquakes with their punches. Obviously, anything hit directly
would be pretty dead, but each strike also creates shockwaves that deal a fraction of the
attack’s damage to everything within a Short Radius. The user themselves are immune to these
shockwaves, they could even weaponize clapping in order to increase the shockwaves to
Medium radius.

Bones of Brass
A brass armored chestpiece, supposedly forged out of the very bones of Behemoth.
Body of Metal - The armor is nigh impregnable and would protect the wearer's torso from all
but the most grievous of harm. Instead of merely increasing the user’s Defence and decreasing
the amount of damage they take, the armor would take the damage unto itself Any amount of
Damage the user would usually take is transferred to the armor, which suffers this Damage as it
usually would.itself. All damage that the user would take is redirected to the armor, decreasing
its Durability instead of doing Damage to the user.

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