Put 2 and , Unempowered () 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.
Slowly but consistently stomps its Incarna around the island, smashing Invaders. ( can keep clear, unless it really gets going.)
Benefits from spread-out , both for targeting Powers and for moving its Incarna long distances. Adding at its Incarna (which can count as ) can make it easier to get into new lands, particularly non-Jungles.
Ember-Eyed Behemoth Official FAQ Entries
THE BEHEMOTH RISESYou have an Incarna (). Once per turn, during the Spirit, , or phase, you may either:
UNRELENTING STRIDESOn 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.)
SUMMARY OF POWERS
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.
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.)
There are no rulings at this time.