Leap Attack. If the behemoth attacks a creature within 5 feet of it after landing from a jump but before moving, the target takes an extra 10 (3d6) bludgeoning damage.
Standing Leap. The behemoth's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Tremors. When the behemoth lands after jumping at least 10 feet it causes violent tremors in the ground around it. Each creature within 5 feet of the behemoth must succeed on a DC 16 Dexterity saving throw, taking 5 (2d4) bludgeoning damage on a failed save, or half as much damage on a successful one.
Multiattack. The behemoth makes two attacks with its claw.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 58 (10d10 + 3) piercing damage.
Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 34 (5d12 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed 20 feet backwards.
Description
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