Siege Monster. The Behemoth deals double damage to objects and structures.
Magic Resistance. The Behemoth has advantage on saving throws against spells and magical effects.
Charge. If the Behemoth moves at least 20 feet straight toward a target and then hits with a ram attack on the same turn, the target takes an extra 18 (4d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the Behemoth can make one gore attack against it as a bonus action.
Multiattack. The Behemoth makes one claw attack and one ram attack.
Gore. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage.
Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) bludgeoning damage.
Aetheric Ruin. When a creature the Behemoth can see within 30 feet of it regains hit points through a spell, the Behemoth can disrupt the aetheric polarity of the spell's energy, so it does necrotic damage to the creature equal to half what it would have healed.
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