Magic Resistance. The Vanguard Behemoth has advantage on saving throws against spells and other magical effects.
Siege Monster. The Vanguard Behemoth deals double damage to objects and structures.
Blood Frenzy. The Vanguard Behemoth has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Charge. If the Vanguard Behemoth moves at least 20 feet straight toward a target and then hits it with a Sundering Smash or Stomp attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Multiattack. The Vanguard Behemoth makes three attacks: one with its Sundering Smash, one with its Stomp, and one with its Spiked Tail.
Sundering Smash. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24(4d8 + 6) bludgeoning damage.
Stomp. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 22(3d10 + 6) bludgeoning damage and the target creature must make a DC 17 Wisdom saving throw. On a failed save the creature losses its bonus action and reaction for a single round. on a successful save, no effect happens
Spiked Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (2d12 + 6) piercing damage plus 7 (1d8 + 3) piercing damage.
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