Gargantuan Monstrosity, Unaligned
Armor Class 19 Natural Armour
Hit Points 558 (36d20 + 180)
Speed 80 ft., Walk 80 ft.
STR
19 (+4)
DEX
14 (+2)
CON
21 (+5)
INT
12 (+1)
WIS
17 (+3)
CHA
7 (-2)
Saving Throws STR +11, DEX +9, CON +12
Skills Athletics +11, Insight +10, Perception +10
Senses Passive Perception 20
Languages --
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Magic Block - If the Behemoth fails a saving throw, it can choose to succeed instead. Whenever it uses this ability it takes 6 (1d12) necrotic damage. With every subsequent user of this feature, the amount of necrotic damage increases by 6 (1d12) necrotic damage. This feature resets after a long rest.

Leap Attack - If the Behemoth attacks a creature within 10 feet of it after landing from a jump but before moving, the target takes an extra 28 (8d6) bludgeoning damage. 

Quick Jumper - Opportunity attacks against the Behemoth while it is airborne have disadvantage. Additionally the Behemoth cantake the dash action as a bonus action. The movement of that dash can only be one jump. 

Standing Leap - The Behemoth's long jump is up to 60 feet and it's high jump is up to 40 feet, with or without a running start. 

Tremors - When the Behemoth lands after jumping atleast 10 feet it causes violent tremors in the ground around it. Each creature within 10 feet of the Behemoth must succeed on a DC 19 Dexterity saving throw, taking 15 (6d4) bludgeoning damage on a failed save, or half as much damage on a successful save. 

Actions

Multiattack - The Behemoth makes two attacks with its claws. 

Claw - Melee Weapon Attack: +11 to hit, reach 10 ft, one target. Hit: 31 (6d8 + 4) slashing damage. 

Bite - Melee Weapon Attack: +11 to hit, reach 10 ft, one target. 70 (12d10 + 4) piercing damage. 

Ram - Melee Weapon Attack: +11 to hit, reach 10 ft, one target. 56 (8d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 strength saving throw or be pushed back 40 feet. 

Tail - The Behemoth spins around striking forth with its tail. Each creature within 10 feet of the Behemoth must succeed on a DC 19 Dexterity saving throw, taking 44 (8d10) bludgeoning damage on a failed save, or no damage on a successful one. If the Behemoth uses this after jumping 10 feet or more, it can add the leap Attack damage to this ability. 

Bonus Actions

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

Reactions

Crushing Leap - when a creature the Behemoth can see moves within 40 feet of the Behemoth, the Behemoth can jump beside the creature and make a claw attack against it. 

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

Behemoth

The behemoth is often described as a dragon lacking wings and with some of the physical qualities of a shark. With a light blue skin the behemoth often goes unnoticed in the cold regions of the world. However the vibrant orange belly of the beast does stand out in its surroundings. It's arms are massive with a thick rock-like skin and razor sharp claws.

Powerful Legs - When first looked at, few notice the powerful muscled legs of the behemoth, instead focusing on the creature's claws and teeth. However with this legs the behemoth can move at incredible speeds and jump vast distances. The behemoth enjoys mountainous or other rocky regions where it is free to jump around places of varying heights.

Death from Above - The behemoths choice of combat is to jump at creatures, using the momentum of its descent towards them to increase the power of its strikes. When presented with an opportunity to jump and attack or not, the behemoth will nearly always choose to jump.

Curious Creatures - Behemoth are not evil creatures and in typical normal environments the behemoth lives in, it rarely if ever encounters most of the humanoid races of the world. Often the behemoth will enjoy watching these strangers from a distance, and if approached tries to determine if the creatures are hostile or not.

Social Creatures - A behemoth does enjoy making friends with other behemoth or even other creatures, as they are often very social creatures. When a behemoth sees a creature as a friend, it will never attempt to eat the creature. However as the behemoth gets older its more savage nature becomes a problem. A behemoth will resort to physical violence if it feels it or its friends are threatened. Those who try to raise a behemoth might find it attacking their friends or family if they so much as raise their voice.

Protector - A behemoth does not seek to do harm to creatures for fun, and has great rage towards creatures that do. When a behemoth encounters a fight it attempts to make sense of the engagement. If one group is clearly the aggressor, the behemoth may choose to fight against only that side, trying to protect and help the defenders. Should those defenders then reward the behemoth with food or praise, they may find the behemoth turns into a guardian following them. However, if the behemoth sees another behemoth in a fight, it will always side with the behemoth.

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: ArcticHillMountain

DyllanBell

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