| Mod | Save | ||
|---|---|---|---|
| STR | 24 | +7 | +12 |
| DEX | 10 | +0 | +0 |
| CON | 24 | +7 | +12 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 18 | +4 | +9 |
| CHA | 22 | +6 | +11 |
Manifestation of Belief. The Belief Behemoth starts with 10 belief points and has full strength in all its abilities. This number cannot go above 10 but new beliefs about the Behemoth can manifest in new abilities.
- While this number is 7+ it has resistance to all damage.
- While this number is 4+ it also regenerates 20 hp at the start of each of its turns.
- If this number hits 0 the Belief Behemoth collapses turning into inert astral debris ending the encounter regardless of HP remaining.
Belief increases.
- By 1 when a creature flees from it using an action (not a bonus action) to dash or hide.
- By 1 at the start of its turn if at least 1 creature within 120 ft of it is afraid of it.
- By 1 when a creature loudly reinforces the legend or inevitability about the creature.
Belief Decreases
- By 1 when a creature uses an action and succeeds on a DC 16 Charisma ability check, applicable to the action, to mock, redefine, or otherwise doubt the creatures existence.
- By 1 when a creature proves a contradictory truth or disproves a part of the legend.
- By 1 if the Behemoth misses all attacks in one round.
Legendary Resistance (3/day). If the Belief Behemoth fails a saving throw it can choose to save instead.
Multiattack. The Belief Behemoth makes 3 conceptual slam attacks.
Conceptual Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., 1 target. Hit: 27 (4d8 + 9) [bludgeoning] damage.
Additionally, creature must make a DC 16 Wisdom Saving throw or be Crushed by Inevitability until the end of its next turn (speed reduced to 0 and disadvantage on attack rolls)
Crushing Certainty (recharge 5-6). A point within 60 ft of it. Creatures in a 20ft radius must make a DC 16 Charisma Save. On a failure: 45 (10d8) [force] damage and knocked prone. On a success: half damage and not knocked prone. If at least 1 creature fails, Belief increases by 1.
Devour Doubt. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 creature concentrating on a spell or frightened. Hit: 36 (8d8) [psychic] damage, and the Behemoth regains HP equal to half the damage dealt.
Fearful Strike. The next time the Behemoth hits with a Conceptual Slam attack the attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be frightened of it for 1 minute (using concentration), until the creature uses an action to steel its resolve to make another save against your DC, or the Behemoth uses this feature again.
Fracture Expectation. The Behemoth forces one creature it can see to reroll a successful attack or saving throw and use the new result.
The Belief Behemoth can take 3 legendary actions, choosing from the options below.
Unavoidable Step (Costs 1 Action). The Behemoth moves up to half its speed without provoking opportunity attacks.
Reinforce the Myth (Costs 1 Action). One creature of the Behemoth’s choice within 60 ft must succeed on a DC 18 Wisdom Saving throw or become frightened until the end of its next turn. On a failure, belief increases by 1.
Use Conceptual Slam (Costs 1 Action). The Behemoth does one Conceptual Slam attack.
Use Devour Doubt (Costs 2 Actions). The Behemoth uses its Devour Doubt action.
Description
The exact characteristics of a Belief Behemoth change depending on what is believed about them. They are not known as Belief Behemoths but tend to be called by other names such as Aberrant Behemoth, Scourge of the Astral Sea, or any other mythical name along those lines. Some general legends say that the Behemoth only appears when the Astral Sea turns murky with the red of blood, that they have more eyes than a beholder and twice as many tentacles as a squid. Whatever characteristics are believed about them manifest in its appearance.
Beliefs can also be represented in environmental effects that show up or features the Behemoth has, be sure to customize your Behemoth as you desire. This can be reflavoring abilities it already has or adding new ones. The belief is what fuels the creature’s strength.
Have NPCs traveling with the players recognize the environmental effects and mention the legends. They need to know the legends in order to believe them. Make sure if the players add any lore to the creature that their beliefs are represented when the creature shows up as you travel through its lair or domain.
If the Behemoth is destroyed via HP it reforms in 1d100 hours. If it is destroyed via loss of Belief Points it never forms again.
Lair and Lair Actions
The physical characteristics of the lair change depending on what is believed about the Belief Behemoth. It could be that the astral seas are red and murky because of the blood of the ones it has killed or pitch black where you can’t even see the stars due to its ability to devour light. Whatever you want to flavor it with.
Lair Actions
On initiative count 20 (losing initiative ties), the Belief Behemoth’s lair takes an action to cause the following effect:
- Belief Shifts: Belief either increases or decreases by 1 based on player behavior.
Regional Effects
The region containing a Belief Behemoth is subject to change based on the actions and beliefs of those within it, which may create one or more of the following effects. Be creative with this, these are just ideas:
- Raining Acidic rain (take 1d8 acid damage at the start of each turn)
- Strange Gravity, the Behemoth is large enough to have its own gravity plane which causes creatures or ships to fall or be drawn towards it
- Creatures may grow tentacles that have minds of their own and cannot be controlled by the creature but don’t hinder the creature.
- You hear whispers of prophecy that you may or may not believe or be able to make out the words to
If the Belief Behemoth dies, these effects fade over the course of 2d100 hours.
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