Ember-Eyed Behemoth

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Fearicon.png
THIS PAGE CONTAINS SPOILERS FOR NATURE INCARNATE. DETAILS ARE SUBJECT TO CHANGE.

This Spirit is not yet available. All details here are subject to change. Check back soon for more information on this Nature Incarnate Spirit!

In the meantime, check out its Backerkit update!


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SETUP

Put 2 Presence and Ember-Eyed Behemoth, Unempowered (Unempowered Incarna) side up, in the highest-numbered Wetland on your starting board that is adjacent to any Jungle.

You start with your 4 Unique Power Cards and 0 Energy.

PLAY STYLE

Slowly but consistently stomps its Incarna around the island, smashing Invaders. (Dahan can keep clear, unless it really gets going.)

Benefits from spread-out Sacred Site, both for targeting Powers and for moving its Incarna long distances. Adding Presence at its Incarna (which can count as Presence) can make it easier to get Presence into new lands, particularly non-Jungles.

COMPLEXITY

MODERATE

Ember-Eyed Behemoth.png Ember-Eyed Behemoth Official FAQ Entries

Part of the Nature Incarnate Expansion.
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GROWTH (PICK ONE)
Reclaimall.png
Reclaim Cards
Gaincardicon.png
Gain Power Card
+ Presenceicon.png
Jungle.png / Presenceicon.png
3
Range

Add a Presence to Jungle, or Land with Your Presence
+ Presenceicon.png

0
Range

Add a Presence
Gaincardicon.png
Gain Power Card
+ Presenceicon.png

1
Range

Add a Presence
Energy Plus 3.png
Gain 3 Energy

Discard a Power Card with Fire
(MAX 1/GAME)

Reclaim All Cards with Fire
Empowericon.png
Empower Incarna
Ember-Eyed Behemoth Incarna Icon.png

1
Move

Move Incarna
PRESENCE
Energy 0.png

Energy/Turn
Energy 1.png

1

2, Fire
Energy 3.png

3
Earthenergy.png

Earth

4, Plant

5, Fire
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Card Plays
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2
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2
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3
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Fire
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4

SPECIAL RULES

THE BEHEMOTH RISES
You have an Incarna (Ember-Eyed Behemoth). Once per turn, during the Spirit, Fasticon.png, or Slowicon.png phase, you may either:

  • Push Ember-Eyed Behemoth; or
  • Add or Move Ember-Eyed Behemoth to any of your Sacred Site on the island.

UNRELENTING STRIDES
On any turn that you don't use Innate Powers, you may use The Behemoth Rises an additional time. (When you use an Innate Power, cover this Special Rule with a Reminder Marker; when you use this Special Rule, cover your Innate Power.)

SMASH, STOMP, AND FLATTEN
SPEED
RANGE
TARGET LAND
Slow
No Range
Ember-Eyed Behemoth
If Ember-Eyed Behemoth is Empowered, you may Repeat this Power once each turn. (You may take other Actions before Repeating, including The Behemoth Rises.)
2 Fire 1 Earth 2 Damage.
3 Fire 1 Earth 1 Plant 1 Damage. Push 1 Dahan.
4 Fire 2 Earth 1 Plant 1 Fear. 1 Damage.
5 Fire 2 Earth 2 Plant 2 Damage. 2 Damage to Dahan.

SUMMARY OF POWERS

 
         
         
         
         
         
Offense Control Fear Defense Utility
 
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Ember-Eyed Behemoth.png

From the Spirit Panel

Amidst the boggier jungles, one might find a tree-covered hill - somewhat rocky - rising upwards from the dank and the damp. One might climb it to scout the lay of the land, or camp there for respite from the water-snakes and warm muck below.

But do not settle there, nor quarry that stone, for the hill is a Spirit, immense and incarnate. It might be a living scale of the great Serpent; or a dream given waking form; or a Spirit wrapped around a great curse, enfolding it and containing it from spilling outwards. If you bother it, fire will kindle in its eyes, and it will rise and smash its way across the landscape.

Design Lore

Spirit Island has innumerable hills, crags, ridges, and mountains. A fair number of them have Spirits - or more precisely, are Spirits: the natural feature and the Spirit are the same thing. And over time, some of those Spirits have grown to encompass more places than the natural feature from which they first arose, just as the Spirits you play in Spirit Island spread Presence across the land, growing greater than they began.

However, most of those innumerable hills, crags, and mountains - even the ones with Spirits - don’t get up and walk around.

Ember-Eyed Behemoth is one of the exceptions, and one to be careful of. Most of the time, it chills out in the wetlands, letting the water wash over it and nourish the plants that grow upon it. But if it’s angered, it rouses and goes on a rampage across the land, smashing anything that annoys it.

(The Dahan term translated as “Behemoth” means something like “Moving-Mountain”, though with “Mountain” specifically referring to “verdant rise supporting plant life”, not “lifeless crag of rock”. While Dahan will often use longer names for dangerous Spirits in order to be more formal and avoid antagonizing them, they don’t bother here: when it’s relaxed, it doesn’t really care if you’re formal, and when it’s rampaging, it’s not even listening to you anyway.)

Devouring Teeth Lurk Underfoot (from Horizons of Spirit Island) is a partial child of Ember-Eyed Behemoth, as referenced in its lore - which may seem something of a trick, given that Devouring Teeth is on a different islet from where Behemoth’s Incarna currently resides! But any Spirit with long enough reach can usually find a way to cross such a stretch of distance, so long as there are no metaphysical obstacles, and Ember-Eyed Behemoth certainly isn’t one to be stopped by a bit of ocean. (In game terms, either Spirit could cross to another islet in an Archipelago, as all playable Spirits can.)
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Important note: If playing as Ember-Eyed Behemoth, you start the game with these Unique Power Cards in your hand.

Blazing Intimidation (ni).png Exaltation of Grasping Roots (ni).png Surging Lahar (ni).png Terrifying Rampage (ni).png


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General Strategy

Links to Guides

Rulings for Ember-Eyed Behemoth

Explorericon.png There are no rulings at this time. Explorericon.png