Savage Bloodshadows: Blood of Tarrian Wilderness Creatures
“When the ground begins to breathe, you’re already standing on it.”

The Behemoths of the Boiling Swamps are colossal amphibious reptiles older than recorded history. Most spend decades submerged beneath mud and sulfur pools, their algae-covered hides mistaken for islands.
Entire trees grow upon their backs.
A mature Behemoth may exceed eighty feet in length, possessing six pillar-like legs, a crocodilian skull, and armored scales blackened by centuries of mineral deposits. Their immense lungs vent clouds of sulfurous steam with every breath.
Contrary to popular belief, they are not naturally aggressive. Most deaths occur because travelers unknowingly camp upon one.
When awakened, however, they become unstoppable engines of destruction, flattening forests and swallowing boats whole.
Habitat
- Deep geothermal marshes
- Sulfur lakes
- Floating peat islands
Behavior
Normally solitary and slow-moving. They become violently territorial during mating season.
Rumor
The oldest swamp villages map the wandering routes of sleeping Behemoths rather than the terrain itself.
Behemoth
Gargantuan Ancient Swamp Titan (Wild Card)
Legends claim the Behemoths have walked the Boiling Swamps since before the GodWar. Their immense bodies resemble six-legged crocodilian reptiles with armored hides blackened by centuries of mineral deposits. Entire groves of cypress trees, tangled vines, and moss-covered boulders grow upon their backs, making a sleeping Behemoth nearly indistinguishable from an island.
Most spend decades lying motionless beneath the mud with only their nostrils exposed above the boiling water. Travelers who unknowingly camp upon one seldom survive the experience when it awakens.
Attributes: Agility: d4 Smarts: d6 (A) Spirit: d10 Strength: d12+10 Vigor: d12+4
Skills: Athletics d10, Fighting d10, Intimidation d12, Notice d10, Survival d10
Pace: 8 (Despite its immense size, the Behemoth moves with frightening determination once roused.)
Parry 7
Toughness 32 (14)
Special Abilities:
Gargantuan: Size +12, Occupies approximately a 12″ x 12″ area. Counts as Heavy Armor.
Heavy Armor: 14 points of Heavy Armor. Only Heavy Weapons and similarly powerful attacks can reliably injure it.
Hardy: Extra Shaken results do not cause Wounds.
Improved Sweep: May attack every adjacent target once without penalty.
Fear (-4): Anyone seeing an awakened Behemoth must make a Fear roll at -4.
Massive: Immune to Grapple, Push, Tests, and most powers unless specifically affecting Gargantuan creatures.
Steam Vents: Every round the Behemoth vents scalding steam. Large Burst Template centered on itself. Victims suffer: 2d8 Fire Damage AP 4. A successful Agility roll halves damage.
Titanic Bite: Damage: Str+d12+4 AP 8 On a Raise, the victim is automatically Grappled in its jaws.
Crushing Stomp: Instead of attacking normally, the Behemoth may stomp. Large Burst Template anywhere adjacent. Everyone inside suffers: 4d10 Damage Heavy Weapon. Structures suffer double damage.
Tail Sweep: Cone Template behind the Behemoth. Damage: Str+d10 Targets hit are automatically knocked prone.
Living Island: While motionless – Gains +4 Stealth. Appears to be a small island or hill. Characters must succeed at Notice (-4) to recognize it before walking onto its back. Entire camps have unknowingly been built atop sleeping Behemoths.
Sulfur Breath (Optional Ancient Variant): Cone Template. Damage: 3d10 Fire Damage AP 6 Targets failing a Vigor roll are Distracted from choking fumes.
Weaknesses (Sluggish): The Behemoth cannot Run. It almost never pursues prey beyond its territory.
Ancient Metabolism: If seriously wounded (three or more Wounds), it usually retreats into deep mud to hibernate rather than fight to the death.
Environmental Effects: While a Behemoth is moving, Within 1 mile: Small tremors shake the ground; Boiling pools erupt unpredictably; Trees collapse; Swamp channels change; Pounder Fish become agitated; Bog Wraiths often flee.
Treasure: Very few hunters survive killing a Behemoth. Those who do recover
- Shell plates worth fortunes to armorers.
- Teeth used in magical weapons.
- Heartstone (legendary alchemical reagent).
- Sulfur glands prized by artificers.
- Bones capable of becoming bridges or entire buildings.
Tactics: The Behemoth is not a predator in the traditional sense. It awakens because:
- Something has disturbed its resting place.
- It is defending eggs.
- Another Behemoth has entered its territory.
- The Quahogs have deliberately roused it.
Once awake, it simply walks through whatever is in its way. Trees splinter beneath its feet. Boats are crushed by the waves it creates. Entire villages disappear beneath its bulk. The creature pays little attention to individual foes unless they cause genuine pain.
Adventure Hooks
- The Island That Walks: A remote trading post has gone silent. When the heroes arrive, they discover the entire settlement was unknowingly built on the back of a sleeping Behemoth that has begun to migrate.
- The Pirate’s Weapon: A notorious Quahog Bog Captain has learned the ancient chants that can awaken a Behemoth, using it to destroy rival flotillas and extort passing vessels.
- The Molting: Once every few centuries, a Behemoth sheds sections of its immense shell. Prospectors, pirates, and swamp monsters race to claim the mineral-rich plates, but the process is violently painful—and the titan is awake and enraged.
