Legendary Resistance (5/Day): If the Behemoth fails a saving throw, it can choose to succeed instead.
Magic Resistance: The Behemoth has advantage on saving throws against spells and other magical effects.
Magic Weapons: The Behemoth's weapon attacks are magical.
Multiattack: The Behemoth makes five attacks: two with its greatsword, two with its claws, and one with its tail.
Greatsword: Melee Weapon Attack: +25 to hit, reach 15 ft., one target. Hit: 50 (8d10 + 10) slashing damage.
Claws: Melee Weapon Attack: +25 to hit, reach 10 ft., one target. Hit: 30 (4d8 + 10) slashing damage.
Tail: Melee Weapon Attack: +25 to hit, reach 20 ft., one target. Hit: 40 (8d6 + 10) bludgeoning damage
The Behemoth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Behemoth regains spent legendary actions at the start of its turn.
Attack: The Behemoth makes one greatsword or claw attack.
Hellish Blast (Costs 2 Actions): The Behemoth unleashes a blast of hellish energy in a 120-foot cone. Each creature in that area must make a DC 30 Dexterity saving throw, taking 80 (20d6) fire damage and 80 (20d6) necrotic damage on a failed save, or half as much damage on a successful one.
Teleport: The Behemoth magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see
Description
Unrivaled in power, this monstrous being commands fear and awe among all who behold its form. Legends tell of its devastating abilities, and few have dared to challenge its might.
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