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Summon Swamp Behemoth
Druid Attack 19

A primeval swamp spirit assumes solid form at your summons and thrashes over the battlefield.

Ranged 5

Effect: You summon a Large behemoth in an unoccupied space within range. The behemoth has speed 8 and ignores difficult terrain. You can give the behemoth the following special commands. On the turn you summon the behemoth, you give the first command as part of using this power.

Standard Action: Melee 2; targets one creature; Wisdom vs. Reflex; 2d8 + Wisdom modifier damage.
Standard Action: The behemoth moves its speed. During this movement, it can move through enemies' spaces. When it enters an enemy's space, it attacks that enemy: Wisdom vs. Reflex; 1d8 + Wisdom modifier damage. It can't attack a creature in this way more than once per round.

Instinctive Effect: If you haven't given the behemoth any commands by the end of your turn, it uses its second attack against as many enemies as possible.

Summon Swamp Behemoth is a 19th-level druid daily power. You summon an allied behemoth to do your bidding for you. The behemoth has hit points equal to your bloodied value, and defenses equal to your own. If it drops to zero hit points, it is destroyed, and you lose a healing surge. If you have no surges left, you instead lose HP equal to half your bloodied value. The behemoth has no healing surges of its own, but if a power allows it to spend a surge, you can spend one for it. The summoned behemoth lasts until the end of the encounter, or until dismissed as a minor action, then disappears.

You can command the creature by spending actions to control it mentally. Line of effect is required. When controlling, you share knowledge but not senses. As a minor action, you can command the behemoth to do one of the following, if capable: crawl, escape, fly, open/close a door or container, pick up/drop an item, run, stand, shift, squeeze, or walk. Commanding the behemoth to attack in battle is a standard action.[PrP:48][PH2:221]