Apocalypse. The behemoth can only use its Ecliptic Meteor if it is below one-quarter of its maximum hit points (≤100), 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. The behemoth deals double damage to objects and structures.
Multiattack. The behemoth uses Frightful Presence. It then makes two Claw attacks and one Horn attack. It can replace one of its attacks to summon one comet.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Horns. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 7) piercing damage. If the target is a creature, it must succeed on a DC 22 Dexterity saving throw or be gored and impaled on the horn.
Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 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 20 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 20 Dexterity saving throw, taking 28 (8d6) 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 20 Dexterity saving throw, taking 27 (5d10) bludgeoning damage and 27 (5d10) 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 20 Dexterity saving throw. On a failed save, the creature takes 52 (8d12) fire damage plus 58 (9d12) 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.
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.
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.
Impending Apocalypse (Costs 3 Actions). This Action can only be used if the Behemoth as about to die before casting Ecliptic Meteor. Three (3) comets fall at random from the sky 1 round before Ecliptic Meteor is auto cast.
Death Mewl (Costs 3 Actions). The Behemoth lets out a ferocious death cry; alerting any of its kin in the area that its domain is now open for the taking. (DMs discretion on how long it takes for, if at all, another Behemoth to show up.)
Lair and Lair Actions
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:
- A thick fog rolls in, obscuring all vision for 1d4 rounds unless dissipated. All attacks and Dexterity saves are done at disadvantage while inside the fog.
- Cold air and heavy snowfall (rainfall if not in a snowy area) fills the arena . Any creature in the area must make a DC 10 Constitution saving throw or suffer one point of exhaustion. Ice forms at end of the round; creating the slippery ice difficult terrain. Before moving, creatures can try to ignore the slippery ice and move their full speed upon a successful DC 18 Dexterity (Acrobatics) check. On a failed check they fall prone.
- The creature draws upon the magical energy of its lair, regaining hit points equal to the number of Hit Dice it has.
-
This action can only be used if Ecliptic Meteor has been cast. The area surrounding where the meteor hit has become unstable; causing difficult terrain. Random tremors force a DC 15 Dexterity (Acrobatics) check. On a failed check they fall prone and take 1d8 force damage.
Regional Effects
Behemoths are exceptionally powerful creatures and their presence brings about changes to the area they reside.
- Wild animals within 1 mile of the Behemoth’s lair become more sparse and those encountered are more hostile than normal.
- Domesticated animals within 1 mile of the Behemoth’s lair are frightened and become very skittish and difficult to control.
If the Behemoth is killed, the effects revert after 1d10 days.
Comments