Keen Senses. The Behemoth has advantage on Wisdom (Perception) checks that rely on smell or hearing.
Legendary Resistance (3/Day). If the Behemoth fails a saving throw, it can choose to succeed instead.
Reckless. At the start of its turn, the Behemoth can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Must be below half health.
Frightful Presence. Each creature of the Behemoth's choice that is within 120 feet of the beast and aware of it must succeed on a DC 15 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.
Multiattack. The Behemoth can make two claw attacks and a bite attack or a Storm Blast.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 6) slashing damage. If the target is a Medium or smaller creature, the Behemoth can make a free grapple attempt. The target is grappled (Escape DC 16). Until this grapple ends, the Behemoth can't claw another target.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 6) piercing damage.
Storm Blast: (Recharges on 5-6): The Behemoth blasts lightning in a 30-foot radius around it. Each creature in that area must make a DC 16 Dexterity saving throw, taking 54 (9d10) lightning damage on a failed save, or half as much damage on a successful one.
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.
Detect. The Behemoth makes a Wisdom (Perception) check.
Claw: The Behemoth makes two claw attacks.
Rend and Tear: (Costs 2 Actions) Melee Weapon Attack: +11 to hit, reach 5 ft., one target the Behemoth has grappled. Hit: 18 (3d6 + 6) slashing damage and the target is knocked prone.
Rampage: (Costs 3 Actions) Melee Weapon Attack: +11 to hit, reach 10 ft line forward. Hit: 18 (2d10+6) bludgeoning damage and targets must make a Dexterity save DC 16 to avoid being knocked prone. The Behemoth charges forward at its maximum speed and hits all targets within 10 ft of the path, the Behemoth can only move in a straight line.
Description
The corruption of beasts by fel powers is a common occurrence when powerful devils and demons invade the Material Plane. However, these tainted animals are but prey to the most deadly of beasts that come from concentrated evil within the natural world.
The Behemoth was said to once be a peaceful creature of the Feywild, a guardian entity. Sometime during the early stages of the world, some being from the hellish Planes was slain upon the mortals' world. The Behemoth became corrupted by the battle, and turned into its current form. Twisted and gnarled horns with the body and face of a massive feline creature with two hulking humanoid arms with savage claws make up this twisted guardian's body, usually with deep scarlet or void purple fur.
A ravenous being of endless and mindless hunger, Behemoths care only for cruelly tearing apart prey or viciously savaging intruders into its territory. It prefers large game; such as dragons or giants, but is not above crushing smaller creatures or toying with wounded creatures. Behemoths are pack creatures, with an Alpha claiming swaths of lands with Demi Behemoths operating as mates or gatherers to bring it game to hunt.
Lair and Lair Actions
When an Alpha is corrupted into being, the Behemoth takes residence deep in wooded or mountainous areas rich with flora and fauna for it to feed on, especially if there are giants or dragons for it to hunt.
An Alpha tears into the forest to build itself a nest of sorts, usually somewhere near a cave or mountainside that it can tuck itself into. The remains of its hunts are scattered around the entrance alongside broken trees. However, creatures that challenge it at its lair are dragged inside and consumed there.
When under attack, the Behemoth will face any threat head-on outside its hovel. If the target begins to fly or is out of reach, the Behemoth will use the debris scattered around its lair and throw it at the intruder, or try to bring it down with its chaotic control of weather.
Lair Actions
On initiative count 20 (losing initiative ties), the Behemoth takes a lair action to cause one of the following effects; the Behemoth can’t use the same effect two rounds in a row:
- Lightning strikes randomly, between all enemies present and the Behemoth itself, roll a d6. They must be within 120 feet of the Behemoth. Each creature that rolls a 1 or 2 must now succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.
- Winds howl at intense speeds; all enemies within 120 ft of the Behemoth must make a DC 16 Strength saving throw or be blown back 30 ft. and take 10 (3d6) bludgeoning damage. Flying creatures make this save with disadvantage, and if they fail, they fall prone 20 ft away from their current position in the air.
- Rain and sleet begins to blanket the area within 120 ft of the Behemoth. The ground becomes difficult terrain from then on until the next Lair action. The Behemoth ignores this effect.
Regional Effects
The region containing a Behemoth’s lair is warped by the creature's magic, which creates one or more of the following effects:
- Thunderstorms, rainstorms, and tornadoes rage within 6 miles of the lair.
- Animals and monstrosities within a mile of the Behemoth's lair that have a Challenge Rating 1 or below are driven to frenzy and attack anything that moves.
Previous Versions
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7/17/2019 3:21:23 PM
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Coming Soon
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