Large Monstrosity, Lawful Evil
Armor Class 11 (natural armor)
Hit Points 47 (4d10 + 11)
Speed 40 ft., Climb 40 ft.
STR
16 (+3)
DEX
14 (+2)
CON
13 (+1)
INT
4 (-3)
WIS
11 (+0)
CHA
5 (-3)
Damage Resistances Lightning
Senses Blindsight 20ft, Passive Perception 9
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Charge. If the behemoth moves at least 20 feet straight toward a target and then hits it with a horns attack on the same turn, the target takes an extra 5 (1d10) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the behemoyh takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Lightning charged. if the behemoth rolls a 20 on its attack rolls it deals 1d6 extra lightning damage.

Actions

Multiattack. the behemoth makes two claw attacks.

Horns. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 3) slashing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) slashing damage.

howl (Recharge 6). Each creature that is within 20 feet of the behemoyh must succeed on a DC 10 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns.

Description

Behemoths are large, purple, canine-esque creatures with two black ram-like horns and black manes.

Monster Tags: Misc Creature

Habitat: ForestGrasslandHill

lordfatlabrador

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