Large Beast, Typically Chaotic Neutral
Armor Class 16 Natural armor
Hit Points 235 (10d20 + 135)
Speed 45 ft., Swim 45 ft., Burrow 40 ft., Climb 45 ft.
STR
22 (+6)
DEX
27 (+8)
CON
24 (+7)
INT
18 (+4)
WIS
17 (+3)
CHA
17 (+3)
Saving Throws WIS +8
Skills Deception +7, Intimidation +7, Perception +7, Stealth +12
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Frightened, Paralyzed, Prone, Stunned
Senses Darkvision, Passive Perception 26
Languages Understands all but can't speak
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/day). When this creature fails a saving throw, it can choose to succeed instead.

Tunneler. The Centipede Behemoth can burrow through solid rock at half its burrow speed and leaves behind a 5-foot diameter tunnel in its wake.

Charge. If the Centipede Behemoth moves at least 30 feet towards its target and attacks with a melee attack on the same turn, it does an extra 3d6 damage.

Ambusher. On the first round of combat, the Centipede Behemoth has advantage against any attack and damage rolls on a creature that is surprised.

Assassinate. On its first turn, the Centipede Behemoth has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Centipede Behemoth scores against a surprised or incapacitated creature is a critical hit.

Cunning. On each of its turns, the Centipede Behemoth can take a bonus action to perform the Dash, Disengage, or Hide actions.

Aggressive. As a bonus action, the Centipede Behemoth can move up to its speed toward a creature that it can see.

Swamp Delver. The Centipede Behemoth is unimpeded by difficult terrain and can see in magical darkness. It can also detect all creatures within 80 feet of itself.

Actions

Knockout Bite. Melee Attack: +14 to hit, reach 15 feet, 1 target. Hit: 44 (8d10) Bludgeoning damage. The target must make a DC 18 Constitution saving throw. On a failed save, the target is Paralyzed for 2d4 minutes. They can repeat the saving throw on the start of their turns to attempt to end the effect on themselves.

Devour. If there is a Prone, Incapacitated, or dead creature of Large size or smaller within 15 feet of the Centipede Behemoth, the Centipede Behemoth can devour that creature, killing it instantly and destroying the corpse. The Centipede Behemoth will then recover 4d20+20 hit points. It can still use this action on Huge and Gargantuan creatures, but it will only consume 1/2 or 1/3 of them, respectively.

Roar (Recharge 5, 6). The Centipede Behemoth makes a loud roaring sound. Anyone within 80 feet who can hear the roar must make a DC 22 Wisdom saving throw. On a failed save, the targets are Frightened for 2d4 minutes. They can repeat the saving throw at the start of their turns to attempt to end the effect on themselves. If they fail the initial saving throw by more than 5, they are Paralyzed in addition to Frightened.

Legendary Actions

The Centipede 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 Centipede Behemoth regains spent legendary actions at the start of its turn.

Roar. The Centipede Behemoth uses its Roar action.

Tail Whip. Melee attack. +14 to hit, unlimited targets, range 15 feet. Hit: 21 (2d20) Bludgeoning damage. The target must make a DC 23 Constitution saving throw. On a failed save, they are knocked Prone. If they fail the saving throw by more than 10, they are also Incapacitated for 1 minute. They can repeat the saving throw as a DC 16 at the start of their turn to undo the Incapacitated effect on themself.

Movement. The Centipede Behemoth can move equal to its speed.

Description

Centipede Behemoths are territorial creatures that enjoy killing and eating any creature they come across. They cannot be reasoned with. Centipede Behemoths are well accustomed to the conditions of the dark swamps they reside in, and their lairs are generally even darker, damper, and more dangerous than other areas of the swamp.

Lair and Lair Actions

The Scorpion Behemoth's lair is located deep within a murky swamp. The lighting is dim, and puddles of poisonous water line the floor. The Scorpion Behemoth is territorial and will eat anyone who ventures into its lair.

Lair Actions

On initiative count 20 (losing initiative ties), the Scorpion Behemoth takes a lair action to cause one of the following effects; the Scorpion Behemoth can’t use the same effect two rounds in a row:

  • The Scorpion Behemoth opens up 4 puddles that each have a 15-foot radius. These puddles are difficult terrain. 5 feet of movement through them costs twice as much. Any creature in a puddle when it opens must make a DC 18 Constitution saving throw or be knocked Prone. If they are knocked Prone, they are also Poisoned. They can attempt to end the poison effect on themself at the start of their turn, requiring a DC 21 Constitution check to do so. Any creature that enters a puddle after the puddle first opens must make a DC 18 Constitution saving throw or be Poisoned in this way. The puddles disappear on initiative count 20 on the round after next round.
  • Four tentacles erupt from the ground and squeeze around a Huge or smaller creature that the Scorpion Behemoth can see within 120 feet. The target is Incapacitated until the tentacles are destroyed, and can attempt a DC 22 Strength check at the start of each of their turns to attempt to destroy the tentacles. Alternatively, a total of 100 damage can be done to the tentacles to destroy them. The tentacles have an Armor Class of 4. A creature incapacitated by the tentacles has partial cover.
  • The Scorpion Behemoth breathes a magical darkness that covers the entire lair and cannot be illuminated by anything less than an 8th level spell or a Legendary magic item. All characters within this magical darkness must roll a Dexterity check for every 20 feet they move, and if they get a 10 or below, they trip and are knocked Prone. The magical darkness is also very cold, so any characters in the magical darkness when it happens must make a DC 18 Constitution saving throw or take 2d6 Cold damage. The magical darkness dissipates on initiate count 10 next round.

Regional Effects

The region containing a legendary Scorpion Behemoth's lair is extremely muddy, which creates one or more of the following effects:

  • The floor of the region within 1 mile of the lair is difficult terrain.
  • The region within 1 mile of the lair has dim light, even during the day.
  • Any food or drink brought within 1 mile of the lair will spoil after 1d4 minutes.

If the Scorpion Behemoth dies, these effects fade over the course of 4d4 days.

Previous Versions

Name Date Modified Views Adds Version Actions
10/21/2023 4:24:43 PM
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10/21/2023 4:40:33 PM
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10/21/2023 9:09:25 PM
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Monster Tags: Misc Creature

Habitat: Swamp

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