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