Arcane Defenses - The Arcane Behemoth has total immunity to non-magical bludgeoning, piercing, and slashing damage, and cannot be effected by spells below the 4th level that it does not want to be effected by, and has advantage on saving throws against spells of 4th level or higher. Also cannot be charmed by magic.
This trait can be disabled for 1d4 turns by casting dispel magic with a spell slot of level 4 or higher.
Earth Stomp - The behemoth stomps the ground. All entities in a 10 ft radius must make a dc12 dexterity save or be knocked off balance, reducing their movement speed by half. If they fail by a 6 or less, instead they are knocked completely prone.
Stomp Out - Melee Weapon Attack: +10 to hit, reach 8 ft., 1 target. Hit: 25 (3d8 + 8 ) bludgeoning damage.
Arcane Blast ( Recharge 5 - 6 ) - The behemoth fires a beam of pure magic at a single target within 50 feet. The target must make a dexterity saving throw, taking 40 force damage on a failed save, and half as much on a successful one.
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Description
The Arcane Behemoth is truly a sight to behold. Standing around 17 to 20 feet tall, the behemoth is incredibly bulky. It has large, well developed front legs, high shoulders, a thick, muscular neck, and smaller, but still thick and powerful rear legs. Its tail is rather small, around six inches to a foot. Its face resembles a hornless rhinoceros. Its skin is rough and wrinkly like an elephant’s, and a purplish grey color. Most strikingly of all, it is covered head to toe in glowing purple runes, and a partially transparent rune hovers atop it’s head.
They usually have no sense of fear, and are completely passive unless initially provoked. They spend their days eating trees, leaves, bark, fruit, roots and all. If obtained at a very young age, they can be made loyal to a person. Their hide retains it’s arcane properties after death, making it good for armor and shields.
Lair and Lair Actions
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