Huge Monstrosity
Armor Class 19 Natural Armor
Hit Points 225 (18d12 + 108)
Speed 50 ft.
STR
25 (+7)
DEX
12 (+1)
CON
22 (+6)
INT
10 (+0)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws STR +12, CON +11
Skills Athletics +12, Perception +12
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Stunned
Senses Darkvision 120, Passive Perception 17
Languages --
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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.

 

Actions

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.

Legendary Actions

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.

Leirfold

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