Shardback Behemoth a DnD variation of an ogua
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updated December 12, 2025

Description

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Got it! Here’s the Shardback Behemoth lore and stat block in a clean, descriptive format (not code):

Shardback Behemoth

“The earth trembles before its hunger, and the mountains grow teeth.”

Lore & Background

The Shardback Behemoth is a colossal subterranean predator, born from the deep places of the world where tectonic plates grind and crystal veins pulse with latent magic. Its body is armored with jagged shards of mineral and ore, forming a living fortress that resonates with the elemental hum of the earth.

Origins: Scholars believe Shardbacks were created during the Dawn War when elemental forces fused with primordial beasts. They now roam the Material Plane, drawn to areas rich in metal and crystal.

Behavior & Ecology:

  • Diet: Minerals, ores, and occasionally creatures that trespass near its feeding grounds.

  • Habitat: Deep caverns, collapsed mines, crystal grottos, and fault lines.

  • Signs of Presence: Tremors, shattered ore veins, and resonant hums echoing through stone.

Adventure Hooks:

  • A dwarven kingdom hires adventurers to stop a Shardback devouring mithral veins.

  • A cult worships the creature as an avatar of elemental earth, feeding it enchanted relics.

  • Its spines are rumored to forge weapons that never dull—if you can survive harvesting them.

Stat Block

  • Creature Type: Huge Monstrosity, Unaligned

  • Armor Class: 19 (Natural Armor)

  • Hit Points: 225 (18d12 + 108)

  • Speed: 40 ft., burrow 30 ft.

Ability Scores:

  • Strength 24 (+7)

  • Dexterity 10 (+0)

  • Constitution 22 (+6)

  • Intelligence 3 (-4)

  • Wisdom 14 (+2)

  • Charisma 6 (-2)

Saving Throws: Constitution +10, Wisdom +6
Skills: Perception +6
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Thunder
Senses: Tremorsense 60 ft., Darkvision 60 ft., Passive Perception 16
Languages:
Challenge Rating: 10 (5,900 XP)

Traits

  • Shard Carapace: When a creature within 10 ft. hits the behemoth with a melee attack, it takes 7 (2d6) piercing damage.

  • Siege Monster: Deals double damage to objects and structures.

  • Earth Resonance: Can sense vibrations through stone and earth, granting advantage on Perception checks underground.

Actions

  • Multiattack: Makes two attacks: one with Gore and one with Claw.

  • Gore: +11 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 7) piercing damage.

  • Claw: +11 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 7) slashing damage.

  • Resonant Quake (Recharge 5–6): Slams the ground, creating a shockwave. Each creature within 30 ft. must make a DC 18 Constitution saving throw or take 36 (8d8) thunder damage and fall prone. On a success, a creature takes half damage and isn’t knocked prone. Structures in the area take double damage.

Legendary Actions (Optional for Boss Fights)

  • Move: The behemoth moves up to half its speed.

  • Tail Swipe: +11 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 7) bludgeoning damage.

  • Shard Spray (Costs 2 Actions): Shakes its spines, launching razor shards in a 20-ft cone. Each creature in the area must make a DC 16 Dexterity saving throw or take 21 (6d6) piercing damage.

Treasure & Rewards

  • Shardback Spines: Can be crafted into +1 weapons or armor resistant to slashing damage.

  • Resonant Core: A magical crystal from its chest that can cast Earthquake once per month.

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The author marked this model as their own original creation.

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