Ember-Eyed Behemoth

moderate Nature Incarnate
Ember-Eyed Behemoth spirit panel

Ember-Eyed Behemoth

Growth (Pick One)

1
Reclaim All Reclaim All + Gain Power Card Gain Power Card
2
Add Presence 3 Range Add Presence at Range 3 (Jungle with Presence) + Add Presence 0 Range Add Presence at Range 0
3
Gain Power Card Gain Power Card + Add Presence 1 Range Add Presence at Range 1 + Gain 3 Energy Gain 3 Energy + Discard Cards Discard a Fire Power
4
Reclaim All Reclaim All Fire Powers + Empower Behemoth Empower Behemoth + Move Presence Move Behemoth Incarnation

Presence

Energy
0 Energy
0
1 Energy
1
2 Energy + fire 2
2 +fire
3 Energy
3
earth element
earth
4 Energy + plant 4
4 +plant
5 Energy + fire 5
5 +fire
Cards
1 Card Plays
1
2 Card Plays
2
2 Card Plays
2
3 Card Plays
3
fire element
fire
4 Card Plays
4

Special Rules

THE BEHEMOTH RISES
You have an Incarna (Ember-Eyed Behemoth Incarna). Once per turn, during the Spirit, Fast speed, or Slow speed phase, you may either:
  • Push Ember-Eyed Behemoth Incarna; or
  • Add or Move Ember-Eyed Behemoth Incarna to any of your Sacredsite 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.)

Innate Powers

slow SMASH, STOMP, AND FLATTEN
Speed slow | Target behemoth
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.

Setup

Put 2 Presence and Ember-Eyed Behemoth Incarna, 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 Sacredsite, 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.

Power Summary

5
offense
1
control
1
fear
1
defense
2
utility

Unique Power Cards

Strategy

General Strategy

Links to Guides

Sacredsite Turn 3 Empowerment Build

Lore

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.)