Huge Undead, Neutral Evil
Armor Class 16 Natural Armor
Hit Points 180 (19d12 + 57)
Speed 30 ft., Climb 20 ft.
STR
22 (+6)
DEX
14 (+2)
CON
16 (+3)
INT
6 (-2)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +10, CON +7
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Common Understands but cannot speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Amorphous Mass. The Boneless Behemoth can move through spaces as if it were a Large creature.

Horrifying Presence. Creatures within 30 feet that can see the Behemoth must make a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the save at the end of each of its turns, ending the effect on a success.

Entombing Grasp. When the Behemoth successfully grapples a creature, it pulls them inside its writhing mass. A restrained creature inside the Behemoth takes 1d8 piercing damage at the start of each of its turns as jagged bone spikes shift and grind against them. A creature can attempt to escape (DC 17 Strength or Dexterity check).

Actions

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 15 (2d8 + 6) [bludgeoning] damage.

Ossified Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit: 24 (4d8 + 6) [bludgeoning] and [slashing] damage. After using this attack, the Behemoth takes 5 (1d10) [piercing] damage as its own structure fractures under the force.

 

Legendary Actions

The Boneless Behemoth can take 3 legendary actions per round, choosing from the options below. Only one 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.

Slam (Costs 1 Action). The Behemoth makes a Slam attack.

Swarm of Hands (Costs 2 Actions). Skeletal hands detach and attempt to grapple up to two creatures within 10 feet (DC 16 Strength or Dexterity save). Grappled creatures are restrained until they escape.

Collapse and Reform (Costs 3 Action). The Behemoth falls apart into a mass of bones and flesh, moving up to half its speed without provoking opportunity attacks. It then reforms at the end of its movement.

Description

The Boneless Behemoth is an amalgam of many Boneless' occupying a large pile of bones to create an undead monstrosity. The swarm animating this pile acts with a singular mind, aiming to consume its target(s) and incorporate them into the swarm.

Phase 2: Splintered Behemoths (Triggered at 80 HP)

When the Behemoth is reduced to 80 HP or fewer, it splits into two Large-sized Behemoths, each with half of its remaining hit points and gaining 10 feet movement speed.

Changes in Behavior:

  • More Aggressive: Splintered Behemoths prioritize Entombing Grasp over other attacks, trying to eliminate threats quickly.
  • Stat Adjustments:
    • Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4) [bludgeoning] damage.
    • Ossified Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit: 13 (2d8 + 4) [bludgeoning] and [slashing] damage. Still deals self-damage on use
  • Legendary Actions are removed.

If the Splintered Behemoths remain adjacent for a full round without being disrupted, they can recombine into a single entity with the sum of their current HP.

Lair and Lair Actions

The Behemoth's lair is anywhere that a swarm of Boneless exist - this may be a graveyard, an ancient battlefield, or dungeon.

Lair Actions

On initiative count 20 (losing initiative ties), the Behemoth takes a lair action to cause the following effect:

  • Reincorporation. The Behemoth absorbs nearby skeletal remains and any Boneless within 30 feet, healing 10 HP per absorbed Boneless (maximum 50 HP per encounter). If no Boneless are present, 1d3 Boneless emerge at the start of the next round.
JakeFromBI

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