Siege Monster: The Behemoth does double damage to structures and objects.
Immovable. The Behemoth cannot be moved against its will or have its movement speed reduced.
Multiattack. The Behemoth attacks three times, twice with claws and once with horns.
Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., Hit: 16 (2d8 + 7) slashing damage + 8 (3d4) cold damage.
Horns. Melee Weapon Attack: +12 to hit, range 10 ft., Hit: 18 (2d10 + 7) piercing damage + 10 (4d4) cold damage.
Reckless Tantrum (Recharge 5-6): The Behemoth uses it's action to stomp violently. Each creature within 15ft must make a DC 14 Dexterity Saving Throw. On a failure they take 36 (8d8) Bludgeoning Damage and are knocked prone. On a success they take half as much damage and are not knocked prone.
Claw Attack (Costs 1 Action). The Behemoth can make one additional claw attack at the end of another creatures turn.
Rampage (Costs 2 Actions). The Behemoth can take its full movement at the end of another creature's turn. In addition if the Behemoth moves through another creature's space it must make a DC 14 Dexterity Saving Throw or be knocked prone.
Description
A large monstrosity of hulking size this animal walks on four powerful legs with two long clawed arms for hunting prey. Its twisted bull like horns seem to emanate the deep cold of an everlasting winter.
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Posted Jun 6, 2023That’s really cool! Nice job!
I would give it more winter themed attacks however such as a cold breath attack.
overall it’s great though
it is a little similar to the Tarrasque (I butchered that name)
P.S I would add it but I don’t have a subscription