Unimpeded. Behemoth can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Ignoring the movement restrictions of webbing and non-magical difficult terrain.
Innate Spellcasting. Behemoth's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Behemoth has following spells innately prepared, requiring no material components:
3/day Darkness
1/day Fear, Phantasmal Killer
Relentless Stride. Behemoth can move through the space of another creature. The first time on a turn that Behemoth enters a creature's space during this move, the creature must succeed on a DC 16 Strength saving throw or be knocked prone.
Trample. If Behemoth moves before and after, when making an attack towards a creature, the creature takes an extra 19(3d12) damage of the same type. This damage can only be taken by a creature once per turn.
The Undying. Behemoth is the closest the Alchemists upon Exegol were able to reach in creating an Immortal creature. Behemoth regains 20 hit points at the start of its turn. If Behemoth takes radiant damage, this trait doesn't function at the start of its next turn. Behemoth cannot be killed unless their body is entirely destroyed or eradicated and is unable to regenerate.
Multi-attack. The horror can use its Maddening Presence and make three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 6) piercing damage.
Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (2d8 + 6) slashing damage.
Maddening Presence. Behemoth targets one creature it can see within 30 feet of it. If the target can see or hear Behemoth, the target must make a DC 17 Wisdom saving throw. On a failed saving throw, the target becomes paralyzed until the end of its next turn. If a creature's saving throw is successful, the creature is immune to Behemoth's Maddening Presence for the next 24 hours.
Web(Recharge 5-6) Ranged Weapon Attack: +11 to hit, reach 40/70 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Behemoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Behemoth regains spent legendary actions at the start of its turn.
Charge (Costs 1 Action). Moves up to its speed.
Impale(Costs 2 action). Behemoth makes a claw attack, if the attack hits. They take damage and the target must make a Dexterity Save. On a success they have their movement speed reduced by half. On a fail, they become grappled.
Description
You come face with a... body. A Long, trailing... Thing. Insectoid in Nature, as its extended body covered in thick black and orange exoskeleton, hundreds of flailing, skittering razor sharp limbs lining it's sides unfurls itself for all to see. Digging, trailing, moving, all at once as a horrifying clicking sound echoes out endlessly. Its end nowhere in sight as its huge body trails and winds among the many branches and trees... Almost like a centipede. Before a round end moves and squirms about, looking down at the group... squishy, squirming, and glistening bright orange flesh with eyes.... So many eyes. Squirming and glassy dotted all around the front, with large severing mandibles clacking noisily as they drip with caustic slime... Before, suddenly, Its gaze fixates on you. A horrifying presence descends upon you, through the extensions of the force.
Lair and Lair Actions
Behemoth is a creature dwelling deep in the forests of Bone Orchard forests of Exegol. Cutting off a distinct region within it. The area seems to be darker, and gloomier. The positive side of the force unable to be felt, as a deafening silence takes hold around all who enter. Dense webbing covering nearly all surfaces. While in the center of it all, is a great blackened tree, stripped of all life. Imbued with the powers to channel force lightning.
Lair Actions
On initiative count 20 (losing initiative ties), Behemoth takes a lair action to cause one of the following effects; Behemoth can’t use the same effect two rounds in a row:
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- Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that Behemoth can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when Behemoth uses this lair action again or when the dragon dies.
- A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of Behemoth. The wall is up to 30 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 13 Dexterity saving throw. A creature that fails the save takes 9 (3d8) piercing damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall's space must make a DC 13 Dexterity saving throw once each round it's in contact with the wall, taking 9 (2d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when Behemoth uses this lair action again or when Behemoth dies.
- Congealed lightning, Behemoth's tree functions as a lightning rod, and can call down a bolt of chain lightning. Dispersing in all directions from the branches of the tree. Make a DC 10 Dexterity save. or take 12(3d8) lightning damage, and be stunned on a failed save, or take half damage on a successful save.
Regional Effects
The region containing Behemoth's lair is eerily warped by the power of the force, which creates one or more of the following effects:
- Creatures within five miles of Behemoth's layer notice faint whispers seem to carry themselves on the wind. But when a creature strains to hear them. Only the howl of wind can be heard.
- within a mile of Behemoth's layer spider webs seem to cover nearly all surfaces. Stretching between plants, while the drained, half eaten, corpses of creatures hang off tall objects and plants enwebbed thickly.
- Creatures who sleep within ten miles of Behemoth's layer experience nightmares, reliving past traumas, experiences their deepest fears or speaking to dead friends and family. Always seemingly.... somehow different or warped. With the situations becoming even more hopeless or family members being distorted. Behemoth always makes an appearance at the end, altering an important aspect of the dream. Restful sleep becomes impossible. No creature is able to complete a long rest.
If Behemoth dies, these effects fade over the course of 2d10 days.
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