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.
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.
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