Gargantuan Monstrosity, Unaligned
Armor Class 22 Natural Armor
Hit Points 462 (25d20 + 200)
Speed 40 ft., Burrow 30 ft.
STR
27 (+8)
DEX
14 (+2)
CON
27 (+8)
INT
16 (+3)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws STR +16, CON +16, WIS +12, CHA +14
Skills Athletics +16, Investigation +11, Perception +12
Damage Resistances Fire, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120ft, Passive Perception 22
Languages Abyssal, Deep Speech, Infernal
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Apocalypse. The behemoth can only use its Ecliptic Meteor if it is below one-quarter of its maximum hit points (112), or if it has used Comet action three times in the same battle.

Legendary Resistance (3/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.
Siege Monster. behemoth deals double damage to objects and structures.
Actions

Multiattack. The behemoth uses Frightful Presence. It then makes one Claw attack, one Horn attack, and one Tail attack.

Claw. Melee Weapon Attack. d20+16 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) slashing damage. On a hit or miss, flames erupt from the ground and the target must make a DC 22 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save.
Horns. Melee Weapon Attack: d20+16 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) piercing damage.
Tail. Melee Weapon Attack. d20+16 to hit, reach 20 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.
Frightful Presence. Each creature of the behemoth's choice that is within 120 feet of the behemoth and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the behemoth's Frightful Presence for the next 24 hours.
Thunderbolt. The behemoth magically creates two bolts of lightning, each of which can strike a target the behemoth can see within 120 feet of it. Each target must make a DC 22 Dexterity saving throw, taking 31 (9d6) lightning damage on a failed save, or half as much damage on a successful one.

Comet (Recharge 5-6). The behemoth conjures a 10-foot wide, 10-foot tall chunk of burning rock from the sky that strikes a location it can see within 120 feet of it. Each creature within a 30-foot radius of the impact must make a DC 22 Dexterity saving throw, taking 33 (6d10) bludgeoning damage and 33 (6d10) fire damage on a failed save, or half as much damage on a successful one.
  Upon impact the comet becomes part of the environment, any creature that was directly under the comet's impact pushed 5 feet out of the comet's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls and is restrained (Escape DC 20) under the comet, taking 11 (2d10) fire damage at the start of each of its turns while restrained in this way.

Ecliptic Meteor (1/day). The behemoth summons an enormous magic circle in the sky. From it, a massive 30-foot wide meteor begins to fall from the sky. At the beginning of the behemoth's next turn, even if it dies, the meteor hits the ground in the location the behemoth summoned it from. Each creature, besides the behemoth, within a 300-foot sphere of the meteor's impact point must make a DC 22 Dexterity saving throw. On a failed save, the creature takes 58 (9d12) fire damage plus 65 (10d12) thunder damage and is pushed 25 feet away from the meteor's location. On a successful save the creature takes half damage and is not pushed.
    A creature that has full cover from the meteor, takes no damage and it is not knocked back.
    After all creatures have made their saves; all comets, trees, rocks, and smaller cover are destroyed with 300 feet of the meteor's impact.
Bonus Actions

Enmity. The behemoth marks a creature that dealt damage to it since the start of its last turn, that it can see. The behemoth has advantage on attack rolls against the marked creature and can't mark another creature for 1 minute, until it drops to 0 hit points, or falls unconscious. Additionally attack rolls made against the behemoth by any creature other than the marked creature have advantage.

Legendary Actions

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.

Charybdis. The behemoth targets a creature within 120 feet of it. Magical winds begin to swirl around the creature. At the end of the creature's next turn, a small 5 foot wide, 10 foot tall tornado appears in the space under them.
    The tornado lasts for 1 minute, heavily obscures the area it is in, and a creature that starts its turn or enters a space within 10 feet of the tornado must make a DC 22 Strength saving throw or be pushed back 10 feet and knocked prone.
Tail Attack. The behemoth makes one Tail attack.
Thunderbolt (Costs 2 Actions). The behemoth uses thunderbolt.
MisterStasi

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