Here is another example of a new potential creature generated through the use of the templates. This particular template does not change the challenge presented by the creature, but instead provides a different version which may suit the needs of the game by fitting into a particular environment or theme, or providing a some additional variety.
The metal attuned behemoth can come about from a few potential sources. Exposure to areas of elemental earth, meddling by an Elementalist, or Horrors are all potential causes for this creature. The end result is similar to the original, though with patches of metal flesh and jagged blades along parts. While these modifications provide additional protection and make the creature's natural weapons more dangerous, they also slow it down some and cause it to be more irritable.
Metal Attuned Behemoth
Challenge: Journeyman (Eighth Circle)
DEX: 4 Initiative: 4 Unconsciousness: 94
STR: 18 Physical Defense: 12 Death Rating: 112
TOU: 18 Mystic Defense: 16 Wound Threshold: 26
PER: 4 Social Defense: 16 Knockdown: 22
WIL: 10 Physical Armor: 11 Recovery Tests: 6
CHA: 2 Mystic Armor: 5
Actions: 2; Horns: 20 (28), Tail: 20 (24), Trample: 20 (26)
Enhanced Sense [Hearing] (2)
Enhanced Sense [Smell] (2)
Resist Pain (4)
Armor Cutter (Metal Attuned Behemoth, Close Combat): The metal attuned behemoth may spend additional successes to instead reduce the opponent's Physical Armor by 1 per success. This reduction lasts until repairs can be made (for worn armor), or until healed. This may not destroy thread armor.
Provoke (Opponent, Close Combat)
Overrun (Metal Attuned Behemoth, Trample)
Tail Sweep (Metal Attuned Behemoth, Tail): The metal attuned behemoth may spend additional successes from an Attack test using its tail to throw its human-sized or smaller opponent. Each success spent in this way throws the opponent 2 yards and the opponent treats this distance as falling (see Falling Damage, p. 167).