Gargantuan Humanoid (Fiend), Chaotic Evil
Armor Class 20 Natural Armor
Hit Points 390 (20d20 + 180)
Speed 50 ft.
STR
28 (+9)
DEX
24 (+7)
CON
26 (+8)
INT
10 (+0)
WIS
18 (+4)
CHA
22 (+6)
Skills Athletics +16, Intimidation +18, Perception +12
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 240 ft, Truesight 120 ft, Passive Perception 21
Languages Abyssal, Giant, Infernal, Telepathy 120 ft
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Abyssal Anchor

The Behemoth cannot be banished, polymorphed, or magically put to sleep. If reduced to 0 hit points outside the Abyss, its body collapses but reforms in the Abyss after 1d10 days unless destroyed by a god-tier effect or pact-breaking ritual.


Predatory Instincts (Mythic)

The Behemoth has advantage on attack rolls against creatures that are frightened, prone, restrained, or below half their hit point maximum.


Demonic Conduit

At the start of each of the Behemoth’s turns, it regains 20 hit points unless it took radiant damage since the end of its last turn.


Colossal Reach

The Behemoth’s melee attacks have a reach of 20 feet.

Actions

Multiattack

The Behemoth makes three attacks: two with its Abyssal Cleavers and one Bite.


Abyssal Cleaver

Melee Weapon Attack: +16 to hit, reach 20 ft., one target
Hit: 34 (4d12 + 9) slashing damage plus 14 (4d6) necrotic damage.


Bite of the First Pact

Melee Weapon Attack: +16 to hit, reach 10 ft., one target
Hit: 32 (4d10 + 9) piercing damage plus 18 (4d8) fire damage.


Cataclysmic Stomp (Recharge 5–6)

The Behemoth slams the ground. Each creature within 30 feet must make a DC 22 Dexterity saving throw or take 45 (10d8) bludgeoning damage, be knocked prone, and restrained under shattered terrain (escape DC 22).

Bonus Actions

Aura of the Demon Lord

Creatures of the Behemoth’s choice within 30 feet must succeed on a DC 21 Wisdom saving throw or be frightened until the end of their next turn. Creatures already frightened instead take 14 (4d6) psychic damage.

Legendary Actions

The Behemoth can take 3 legendary actions, choosing from the options below:

Move. The Behemoth moves up to half its speed without provoking opportunity attacks.

Crushing Swipe. Makes one Abyssal Cleaver attack.

Abyssal Roar (Costs 2 Actions). Each creature within 60 feet must succeed on a DC 21 Wisdom save or be frightened for 1 minute (repeat save at end of turn).

Description

The Pact-Born Colossus

 

“The pact was never meant to be spoken aloud again. Yet some clutches clawed deeper—past survival, past dominion—until the Lord of All Demons answered.”


Lore: The Final Blasphemy

The Vyrathi Abyssal Behemoth is not born—it is assembled, carved from giant flesh, Vyrathi bloodlines, and abyssal essence. Only the most fanatical or desperate Vyrathi clutches attempt its creation, sacrificing entire bloodlines to anchor the ritual.

Where lesser Vyrathi are shaped by an infernal pact, the Behemoth is directly tethered to the Prince of Demons, Demogorgon, serving as a living conduit rather than a servant.

These creatures are not commanded.
They are unleashed.

Most clutches that succeed are destroyed shortly after—either by the Behemoth itself, or by what follows in its wake.

Physical Description

  • Size: Gargantuan humanoid
  • Height: 30–40 feet tall
  • Frame: Giant musculature warped by infernal growths and Vyrathi fur
  • Skin: Charcoal-black stone-flesh veined with glowing abyssal sigils
  • Fur: Coarse, bone-white or blood-black, matted with ash and gore
  • Head: Elongated Vyrathi skull crowned with jagged horns and ritual brands
  • Eyes: Vast, serpentine slits burning abyssal crimson
  • Presence: The ground fractures with each step; the air reeks of sulfur and old blood

Monster Tags: DemonTitanEpic Monster

Habitat: Planar (Abyss)

rybread48

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