Medium Monstrosity, Unaligned
Armor Class 21 Natural Armor
Hit Points 256 (250d20)
Speed 15 ft., Burrow 30 ft. The Behemoth rolls into a huge spiky ball. lasts 3 rounds. DOES NOT BURROW
STR
21 (+5)
DEX
18 (+4)
CON
19 (+4)
INT
12 (+1)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +10
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Frightened, Grappled, Restrained
Senses Darkvision, Tremorsense, Passive Perception 15
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

Light hit. The Behemoth attacks a single target and throws 3 separate punch's, each punch deals 6 (1d6) bludgeoning damage. if target gets hit by all three hits, they are thrown back 20 ft. and go prone. target may take a saving throw after each punch and must succeed on a 12 DC  strength check or continues to the next hit

Heavy hit. The Behemoth's hits bash the target away from himself, each dealing (2d6) bludgeoning damage for every successful hit, lasts two rounds

Boulder Clap. Must be In Boulder form prior to use. The Behemoth exits Boulder and tries to smash its target between its claws. Target must succeed on a 13 DC Strength check or takes 20 (1d20) Bludgeon damage and goes prone

Pounce. The Behemoth crouches and decreases to a 10 ft movement speed. It rolls forward and attempts to pummel a single target that is the same size or smaller within 15 ft. target must succeed on a 15 DC Strength check or is effectively grappled. If a target is grappled, they cannot fight back and take 10 (1d6+4) bludgeon damage for every round it is grappled. The target must succeed on a 20 DC strength check or the Behemoth must take 15 (1d12+3)damage or the target is still grappled and takes another 10 (1d6+4) bludgeon damage. The Behemoth is focused on pummeling whatever has fallen in its rocky grips and doesn't pay attention until it gets hit by something, therefore any attacks have an advantage and its armor counts as 10 instead of 20.

Lava Ball. The Behemoth spits a massive ball of lava. useable once per eight rounds.

 range 10/40 ft. Lava spreads in a 15 ft diameter. Targets hit by direct force take 48 (4d12) bludgeon damage and 12 (2d6) fire damage that last 2 rounds. Any targets in lave for more then 1 round also take 12 (2d6) fire damage. 

Fissure. The Behemoth bashes the ground with such heat and force that it launches small lava balls useable once per four rounds

 spreads in a 15 ft fan, target must success on a 16 DC strength check or take 20 bludgeon damage, successful throws cut half the damage.

Tongue Grab. The Behemoth launches its tongue like an oversized frog at a target.

30 ft range, target must succeed on a 14 DC strength check or is yanked back towards the behemoth and is effectively grappled until it is 5 ft away.

Bonus Actions

Boulder. The Behemoth rolls into a giant spiky ball, increasing movement speed b 10 ft. The Behemoth cannot make any attacks except for Boulder Clap. If It runs over any living creature, it takes 15 (1d12+3) bludgeon damage and goes prone., lasts 3 rounds unless it exits roll or uses Boulder Clap, then it must use a short rest.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Evolve. After consuming double its size of flesh, the Behemoth increases in size, and strength. It gets a +1 bonus on all scores except for strength, which gets a + 2 bonus. Its health increases by 50 hit points and its maximum hit points increases by 50. It goes up one size. All attacks increase by 20 (1d20), all attack ranges increase by 10, and movement speed increases by 15 ft. Challenge rating increases by 2 levels. Can evolve twice.

Rock Wall. The Behemoth pounds the ground as hard as it can, creating a massive rock wall that is almost indestructible. It scales to 20 ft high, 20 ft across and lasts for 3 rounds before it crumbles apart. Both measurements increase 10 ft every time the Behemoth evolves, and lasts one extra round. Targets hit are sent flying in the air and must succeed on a 15 DC saving throw or take 30 (1d20+1d10) Bludgeon damage and go prone.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Behemoth is a massive and terrifying monster. It is almost completely covered in naturally growing rock (yes, it literally grows rocks on itself)  and has huge tusks growing from its bottom jaw. Its shape resembles a mixture of a frog and a gorilla that stands at 17 ft. Now, 17 ft isn't really that big, however, The Behemoth can evolve itself into a bigger, scarier, rockier presence that nearly doubles pretty much every thing about it. (And by the way, It an do that twice) It is the true apex of this planet.

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.

Habitat: ForestMountain

Worldsendstopper0227

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