Innate Spellcasting. The behemoth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):
At will: detect evil and good, alarm (area can be no bigger than 5 miles, and nonhostile creatures within that area hear the alarm when it goes off)
2/day each: beacon of hope, sanctuary, aid, protection from energy (can effect up to 4 allies)
Naya's Warning Resistance. The behemoth has advantage on saving throws against being poisoned, frightened, charmed, incapacitated, and against losing concentration
Multiattack. The behemoth makes two attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 20 (6d4 + 5) slashing damage.
The behemoth can take 2 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.
Plant Growth. The behemoth casts druidcraft, causing large plants to grow on itself (granting it +1 AC) and up to 500 feet of area within 40 feet of the behemoth is automatically affected by the spell.
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