Gargantuan Monstrosity, Typically Lawful Neutral
Armor Class 14 (natural armor)
Hit Points 202 (15d20 + 45)
Speed 40 ft.
STR
20 (+5)
DEX
12 (+1)
CON
17 (+3)
INT
4 (-3)
WIS
16 (+3)
CHA
13 (+1)
Saving Throws CON +7, INT +1, WIS +7, CHA +5
Skills Perception +12
Senses Blindsight 30 ft., Truesight 5 ft., Passive Perception 16
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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

Actions

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.

Legendary Actions

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.

Habitat: ForestHill

Dragonekillax2

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