Blackgate Behemoth (CR 16/MR 6)

This towering alien thing heaves its near-spherical body about with terrifying swiftness upon four clawed legs like tree trunks. Mismatched eyeballs glare from every part of its body, scattered among a host of gnashing maws and a veritable forest of lashing fanged tentacles.

Blackgate Behemoth (CR 16/MR 6)
XP 51,200
NE Gargantuan aberration (alien, mythic, mythos)
Init +12/–8MF, dual initiativeMA; Senses all-around vision, darkvision 60 ft., tremorsense 30 ft.; Perception +21
Aura alien presence (30 ft., DC 22)

Defense

AC 33, touch 8, flat-footed 31 (+2 Dex, +25 natural, –4 size)
hp 279 (14d8+216)
Fort +16, Ref +8, Will +12
Defensive Abilities DR 15/epic and slashing; Immune acid, confusion, electricity, fire, insanity, poison

Offense

Speed 50 ft., climb 30 ft.
Melee 4 tentacles +19 (2d6+12/19–20/x3 plus grab), 4 bites +16 (2d6+6 plus poison)
Space 20 ft.; Reach 20 ft. (10 ft. with bites)
Special Attacks aberrant vomitus, constrict (2d6+12), mythic power (8/day, surge +1d8), psychotic paralysis, trample (2d6+18, DC 29)

Spell-Like Abilities (CL 14th; concentration +19)
Constant—freedom of movement, speak with animals, speak with plants
At will—air walk, blight, diminish plants, meld into stone, soften earth and stone, stone shape, stone tell
3/day—flesh to stone (DC 21), song of discord (DC 20), stone to flesh, wall of stone
1/day—clashing rocks (DC 24), earthquake, insanity (DC 22), mass charm monster (animals only, DC 23), move earth, rampart

Statistics

Str 34, Dex 15, Con 34, Int 16, Wis 17, Cha 21
Base Atk +10; CMB +26 (+30 grapple); CMD 38 (can’t be tripped)
Feats Combat Reflexes, Extra Mythic PowerMF, Improved CriticalMF (tentacle), Improved InitiativeMF, Lightning Reflexes, Multiattack, Power Attack, Weapon Focus (tentacle)
Skills Climb +20, Knowledge (dungeoneering, nature, religion) +17, Perception +20, Sense Motive +17, Spellcraft +20, Stealth +7 (+15 in forests); Racial Modifiers +8 Stealth in forests
Languages Aklo
SQ blackgate brandMA, communion of the Black GateMMA, divine disruptionMA, hibernation, seductive compulsionsMA, under the darkling moonMA

Ecology

Environment any hills, mountains, or underground
Organization solitary, nest (1 plus 1-4 advanced gibbering mouthers or other aberrations), cult (1 plus a cult leader and 5-20 cultists)
Treasure double

Special Abilities

Aberrant Vomitus (Ex) Once per hour as a standard action, a blackgate behemoth can spew out a heap of noxious multicolored tissue and bile that functions as an advanced gibbering mouther (Pathfinder Roleplaying Game Bestiary) under the behemoth’s control. At the GM’s option, it may use this ability to create any aberration of CR 6 or lower. This creature perishes 1 hour after its creation.

Alien Presence (Su) This ability functions as frightful presence, but animals failing their save become confused rather than shaken. Animals with 4 or fewer Hit Dice become confused and shaken.

Blackgate Brand (Sp) A blackgate behemoth may expend one use of its mythic power to inscribe the blackgate brand on the forehead or chest of a helpless creature. This mark, which often resembles a deformed black goat’s head, lasts for 14 days and cannot be perceived by the creature on which it is inscribed other than via true seeing. However, other creatures with Intelligence greater than 2 perceive it subliminally when they spend at least 1 minute within 10 feet of the creature. Such creatures are compelled as a lesser geas (DC 18 Will negates) to seek out the blackgate behemoth or a Black Gate. This lesser geas can affect creatures with more than 7 Hit Dice, though such creatures gain a +2 bonus on their saving throw. The effects last up to 14 days, though compelled creatures can attempt a new Will save every 24 hours to remove the compulsion, with the DC decreasing by 1 each day after the first. This is a mind-affecting curse effect and cannot be dispelled.

Communion of the Black Gate (Su) By expending three uses of its mythic power, a blackgate behemoth can disgorge a mystical slab of stone from its inward parts, appearing as a closed door of weathered black stone one foot thick and up to 15 feet square, covered in gruesome alien script. Each 5-foot section of the Black Gate has hardness 12, 180 hit points, and a break DC of 35; if the Black Gate is destroyed, the behemoth gains 1 temporary negative level for 24 hours due to the psychic shock and feedback, and it cannot create a new Black Gate until after this time. The door cannot be created in any location that is being directly observed by a creature whose Intelligence exceeds 2, save for creatures with the mythos descriptor. Once the Black Gate is created, it endures for 14 days; a behemoth may have only one Black Gate in existence at a time.

A blackgate behemoth uses this mystic portal to observe and sometimes communicate with creatures of the mortal world. The behemoth can observe the door and its surroundings at will as if using clairaudience/clairvoyance. It may expend one use of mythic power as a move action to use detect thoughts, emanating from any point on the Black Gate, regardless of its distance from the door.

The script graven upon the Black Gate can be deciphered with a DC 20 Linguistics check or comprehend languages, taking 1 round, though even creatures untrained in Linguistics can try to puzzle out its meaning, making an untrained Intelligence check with a cumulative +1 bonus for every round after the first spent studying the Black Gate. Reading the alien script, however, results in insanity (as the spell, DC 22 Will negates). A creature not driven mad may read from the Black Gate for 24 hours, deriving answers to 1d6 questions as if casting contact other plane and contacting a being from the Astral Plane. A character studying the Black Gate adds 1d6% to the chance of a successful augury or divination, and adds 1d6 to the caster level check required when casting vision or the insight bonus gained from a moment of prescience, as long as the spell is cast while reading from the Black Gate. A creature making a Knowledge check while reading from the door adds 1d6 to the result of her Knowledge check (2d6 if the check pertains to creatures, objects, places, or effects related to the alien mythos).

While a creature is reading from the Black Gate, the behemoth may expend two uses of its mythic power to draw a creature into the Black Gate, where it is trapped within a bizarre subspace realm that functions as maze. In addition, when the creature finally escapes from the maze, the behemoth may expend one use of its mythic power to inflict one effect upon a trapped creature; the effects it may choose depend on how long the creature remained trapped within the Black Gate.
Trapped Time Possible Effects
1 round charm person (DC 16)
2 rounds touch of idiocy
3 rounds suggestion (DC 18)
4 rounds modify memory (DC 19)
5 rounds nightmare (DC 20)
1 minute geas/quest

Creatures drawn into a Black Gate, even for a single round, receive a blackgate brand.

Divine Disruption (Su) A blackgate behemoth weakens the local connection between divine spellcasters and their patrons. Creatures attempting to cast a divine spell within 60 feet of a behemoth must succeed at a DC 25 caster level check or the spell fails. Even if the caster level check succeeds, a behemoth may expend one use of its mythic power as an immediate action to force a creature casting the divine spell to make two separate DC 24 Will saves. If either save fails, the divine spellcaster’s spell is ruined. If both saves fail, the divine spellcaster is also stunned for 1d4 rounds by the psychospiritual backlash. This use of mythic power can also interdict a creature’s use of a supernatural ability granted through a divine spellcasting class, such as a paladin’s smite evil ability, an inquisitor’s judgment, or a cleric’s domain powers or ability to channel energy. If a behemoth expends two uses of its mythic power, it can affect a divine spellcaster up to 400 feet away with this ability. The save DC is Charisma-based and includes a +2 racial bonus.

Hibernation (Ex) A blackgate behemoth can enter a state of hibernation at will; doing so takes 1 minute. While in this state, it can take no actions and is effectively helpless, as if it were in a deep sleep. However, the duration of its Black Gate and any spell-like ability it has used on itself are extended as long as it remains hibernating, as if no time is passing. A behemoth can remain in hibernation for as long as it wishes—while in this state, it does not need to eat or drink, nor does it age. Time effectively stands still for a hibernating behemoth. If it is jostled or damaged while hibernating, or if a creature touches its Black Gate or attempts to decipher the writing on it, the behemoth can attempt a DC 20 Will save. If it succeeds, it awakens in 2d4 rounds. Otherwise, it takes 1d4 days to awaken from hibernation. A blackgate behemoth can set the length of its hibernation when it first enters this state, so that it can awaken after a set amount of time has passed. When awakening at a set time in this manner, a behemoth needs only 1d3 rounds to rouse itself, with no Will saving throw necessary.

Poison (Ex) Bite—injury; save Fort DC 29; frequency 1/round for 10 rounds; effect 1d4 Dex drain (1 Dex damage on a successful save); cure 2 consecutive saves. The save DC is Constitution-based.

Psychotic Paralysis (Ex) A creature reduced to 0 Dexterity by a blackgate behemoth’s poison is driven mad as the neurotoxic effluents of its bite attack its brain. Each day or fraction thereof that a creature remains unconscious at 0 Dexterity, it must succeed on a DC 29 Will save or gain a random form of insanity (see Sanity and Madness in Pathfinder Roleplaying Game GameMastery Guide).

Multiple failed saves result in multiple forms of insanity. Creatures driven insane in this fashion often become obsessed with the place where they became insane and may establish mystery cults devoted to calling the blackgate behemoth back to that place and sharing its gift of madness with others. This is a mind-affecting effect. The save DC is Constitution-based.

Seductive Compulsions (Su) A blackgate behemoth may expend one use of its mythic power as a free action whenever it creates a mind-affecting effect (including its psychotic paralysis), forcing the target to save twice and take the worse result.

Under the Darkling Moon (Su) When outdoors at night, the save DC for any of a behemoth’s abilities that requires a Will save is increased by 1; during the three nights of the new moon, the DC is instead increased by 3. During the nights of the new moon, if a blackgate behemoth using its aberrant vomitus ability to create a monster expends a number of uses of its mythic power equal to one-half the creature’s CR (minimum 1), the creature does not perish after one hour.


Blackgate behemoths are titanic alien beings native to the dark places between and beyond the stars, seeded by greater masters onto planets they might explore and enslave. They may lurk in deep caves for decades at a time, but emerge at times of cosmic conjunctions that only they can sense to deposit mysterious black monoliths across the landscape. It is these strange runecarved portals that give blackgate behemoths their name. A blackgate behemoth is over 30 feet tall and weighs 15 tons.

Ecology
Blackgate behemoths have very little impact on the natural world when hibernating, but when they awaken they can cause massive and terrifying disruptions to the landscape and the creatures dwelling in it. They sap the living essence of vegetation with their diminish plants and blight abilities, drawing a strange sustenance from it even as they leave swaths of blasted and defoliated wastelands in their wake. A behemoth’s mere presence drives animals into a mad frenzy of wild slaughter, though by attuning its will it can turn their crazed behavior into calm compulsion as its eerily silent slaves. Blackgate behemoths are omnivorous, eating as a supplement to their biospheric draining, but they are as likely to bite a creature once to inflict its poison as to devour a victim entirely. They frequently create their own food using stone to flesh, and a behemoth’s lair is often marked with disgusting mounds of rancid, half-eaten flesh of its own creation.

Habitat and Society
Blackgate behemoths are solitary creatures, typically lairing below ground in reeking caverns. Behemoths will sometimes hibernate in the flesh in these caverns, but more often they become one with the living rock using meld into stone, as they can still perceive the world around them and commune through their Black Gate. Behemoth lairs may be far from civilization, but some lair quite nearby to humanoid settlements.

While their Black Gates undoubtedly serve some inscrutable cosmic purpose, behemoths also use them as lures for the curious or the foolish, drawing them in and using them to establish cultic cells. They encourage the creation not only of cults that bring them sacrifices and offerings to leave at their mysterious Black Gates but also to leave and create sleeper cells elsewhere. Those who unravel the mysteries of a Black Gate may be drawn into it by the behemoth lurking nearby, often using its meld into stone ability to listen to the pathetic paeans of praise offered up by its deranged cultists while reading their minds itself and opening their minds to the touch of its darkling masters far off in the deeps of space. Blackgate cults are typically led by a bard, sorcerer, or witch of 7th-9th level, while the cultists are typically 3rd-level aristocrats, commoners, experts, or warriors.

The alien intelligence of a blackgate behemoth is often strange to terrestrial sentients, as the uses to which they put their cults may appear nonsensical. Some simply enjoy the adulation of their faux divinity, but other behemoths develop curious obsessions and drive their cultists to make them a reality, building bizarre monuments, retrieving incomprehensible combinations of objects for ineffectual or debasing rituals, slaughtering all creatures of a certain kind, or driving out rival religions. Some direct their cultists to kidnap priests of all kinds and drag them before the behemoth to demonstrate the impotence of their faith in the face of its primeval interdiction of divinity, the better to convince them to abandon their calling and worship the behemoth or its starry masters.

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