Dread. Once a creature sees the behemoth or misses on an attack roll, they must make a DC 15 Wisdom saving throw. On a failed save, the creature is inflicted with fear. On a critical failure, the creature is paralyzed.
Silence. Once a creature is within 5 feet of the behemoth, they become deaf and mute.
Magic Resistance. The behemoth has advantage on saving throws against spells and other magical effects.
Magic Weapons. The behemoth's weapon attacks are magical.
Multiattack. The behemoth makes two attacks: one with each greataxe
Greataxe. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage. If the behemoth scores a critical hit, it triples the damage dice instead of doubling.
Description
Upon Summoning: Inky blackness begins to swirl and drip from the summoners hands into a pool on the ground. Slowly, bandages begin to materialize out of the puddle, rising and forming a shape, until suddenly a loud crack and immense heat explode from the pool as the behemoth materializes instantly out of the pool. This extreme and violent appearance is contrasted by the deathly silence of the creature. It's hulking body, 12 feet tall and 5 feet wide moves as quietly as a shadow. The creature has no face, just a smooth blank head adorned with a set of large curled rams horns. Its body is dark gray and covered with bandages and chains. Several sets of manacles go up and down its arms and legs. In its arms, the creature carries a pair of great-axes, perfect and ornate.
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