FEV Colossus. The Behemoth has advantage on saving throws against being charmed, frightened, or stunned.
Siege Monster. The Behemoth deals double damage to objects and structures.
Unstoppable Momentum. If the Behemoth moves at least 20 feet straight toward a creature and hits it with a Slam attack on the same turn, the target must succeed on a DC 18 Strength saving throw or be knocked prone.
Legendary Resistance (3/day). If the Super Mutant Behemoth fails a saving throw, it can choose to succeed instead.
Multiattack. The Behemoth makes two Slam attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 15 ft., one target Hit: 28 (3d12 + 8) bludgeoning damage.
Massive Throw. Ranged Weapon Attack: +13 to hit, range 60/180 ft., one target Hit: 30 (4d10 + 8) bludgeoning damage.
If the target is Large or smaller, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Ground Smash (Recharge 5–6). The Behemoth slams the ground in a 20-foot radius. Creatures in the area must make a DC 18 Dexterity saving throw or take 35 (8d8) bludgeoning damage and knocked prone and Half damage on a success and not knocked prone
The Super Mutant Behemoth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Super Mutant Behemoth regains spent legendary actions at the start of its turn.
Move. The Behemoth moves up to half its speed.
Crushing Blow. The Behemoth makes one Slam attack.
Shockwave Step (Costs 2 Actions). The Behemoth stomps the ground. Creatures within 10 feet must succeed on a DC 19 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be knocked prone.
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