| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +10 |
| DEX | 10 | +0 | +0 |
| CON | 30 | +10 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 2 | −4 | −4 |
| WIS | 21 | +5 | +12 |
| CHA | 7 | −2 | −2 |
Legendary Resistance (3/Day). If the behemoth fails a saving throw, it can choose to succeed instead.
Siege Monster. The behemoth deals double damage to objects and structures.
Multiattack. The behemoth makes one Tusks attack and one Trunk attack, and uses Earthquake.
Tusks. Melee Attack Roll: +17, reach 20 ft. Hit: 19 (2d8 + 10) Piercing damage. If the behemoth moved 20+ feet straight toward the target immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition.
Trunk. Melee Attack Roll: +17, reach 20 ft. Hit: 26 (3d10 + 10) Bludgeoning damage, and the target has the Grappled condition (escape DC 25).
Earthquake. Constitution Saving Throw: DC 25, each creature on the ground in a 120-foot Emanation originating from the behemoth. Failure: The target has the Prone condition, and its Concentration is broken. Failure or Success: The behemoth’s space becomes Difficult Terrain. Each structure in contact with the ground in the Emanation takes 100 Bludgeoning damage. If a structure drops to 0 Hit Points, it collapses. Each creature within a distance from a collapsing structure equal to half the structure’s height is subjected to the following effect. Dexterity Saving Throw: DC 20. Failure: 17 (5d6) Bludgeoning damage, and the target has the Prone condition and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. Success: Half damage only.
Legendary Action Uses: 3. Immediately after another creature’s turn, the behemoth can expend a use to take one of the following actions. The behemoth regains all expended uses at the start of each of its turns.
Fling. The behemoth throws a Large or smaller creature Grappled by it to a space it can see within 60 feet of itself that isn’t in the air. Dexterity Saving Throw: DC 25, the creature thrown and each creature in the destination space. Failure: 18 (4d8) Bludgeoning damage, and the target has the Prone condition. Success: Half damage only.
Charge. The behemoth moves up to half its Speed and makes one Tusks attack.
Description
Among the most devastating creatures of Tarkir, the craterhoof behemoth is an engine of catastrophe. A terror of massive size and overwhelming might, this primeval destroyer slumbers in secret, long enough for vegetation and crystals to grow across its body, and rises every few ages to usher in eras of destruction. The behemoth appears as an impossibly large mammoth, towering over all other creatures and even the tallest trees. It appears green because of the ecosystems of plants and fungi that grow in its fur. The behemoth’s steps trigger shock waves severe enough to level structures. It expresses its rage through trumpeting calls, terrifying charges, and by flinging about the small creatures that stand in its way.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/29/2025 2:47:27 PM
|
1
|
0
|
--
|
Coming Soon
|
Comments