Intimidation Any creature within half a mile of the Behemoth must succeed on a DC 19 Wisdom saving throw, or become frightened of the Behemoth.
Roar The Behemoth can let out a huge roar, causing the round to tremble. Any creature within 100 feet of the Behemoth must make a DC 18 Dexterity saving throw or take 10d6 bludgeoning damage. On a successful save, you take half the damage.
Stomp Melee Weapon Attack: +17 to hit, reach 10 ft., all creatures within a 5 foot diameter circle initiating on a point within range. Hit: (5d12 + 9) [Bludgeoning] damage.
Tail Melee Weapon Attack: +17 to hit, range 20 ft., 2 targets. Hit: (4d#12 + 9) [Bludgoening] damage.
The Behemoth gets 3 legendary actions per round. It regains all spent legendary actions at the start of it's turn. It can use legendary as reactions on another creature's attack.
Roar (Costs 2 Actions) The Behemoth can use it's Roar action.
Slam (Costs 1 Action) Every creature in the Behemoth's space takes 10d6 bludgeoning damage.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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