Legendary Resistance (3/Day). If the behemoth fails a saving throw, it can choose to succeed instead.
Keen Sense of Smell. The behemoth has advantage on Wisdom (Perception) checks that rely on smell.
Leap Attack. If the behemoth attacks a a creature within 5 feet of it after landing from a jump, but before moving, the target takes an additional 17 (5d6) bludgeoning damage.
Standing Leap. The behemoth's long jump is up to 40 feet long and its high jump is up to 25 feet high, 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 and fall prone on a failed save, or half as much on a successful one and they don't fall prone.
Multiattack. The behemoth makes two attacks with its claws, or one attack with its claws and one with its bite.
Claw. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 21 (4d8+3) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 58 (10d10+3) piercing damage. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or become grappled (escape DC 16) inside the behemoth's maw. Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the behemoth can't use its bite on another target. This attack has advantage if a creature is restrained by the behemoth.
Ram. Melee Weapon Attack: +8 to hit, reach 5ft., 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 back 20 feet.
The 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 behemoth regains spent legendary actions at the start of its turn.
Detect. The behemoth makes a Wisdom (Perception) check.
Claw Attack. The behemoth makes a claw attack.
Base Jump. The behemoth jumps up to 40 feet in one direction or 25 feet high.
Description
The behemoth is often described as a dragon lacking wings and with some of the physical qualities of a shark. With a light blue skin tone the behemoth often goes unnoticed in the cold regions of the world. However the vibrant orange belly of the beast does stand out in its surroundings. Its arms are massive with thick, rock-like skin and razor sharp claws.
Powerful Legs. When first looked at, few notice the powerful, muscled legs of the behemoth, instead focusing on the creature's claws and teeth. However with these legs the behemoth can move at incredible speeds and jump vast distances. The behemoth enjoys mountains or other rocky regions where it is free to jump around places of varying heights.
Death from Above. The behemoth's choice of combat is to jump at creatures, using the momentum of its decent towards them to increase the power of its strikes. When presented with an opportunity to jump and attack or not, the behemoth will nearly always choose to jump.
Curios Creatures. Behemoths are not evil creatures and in a normal environment that the behemoth lives in, it rarely, if ever, encounters most of the humanoid races of the world. Often the behemoth will enjoy watching these strangers from a distance, and if approached tries to determine if the creatures are hostile or not.
Social Creatures. A behemoth does enjoy making friends with other behemoths or even other creatures, as they are often very social creatures. When a behemoth sees a creature as a friend, it will never attempt to eat the creature. However as the behemoth gets older it becomes more savage by nature. A behemoth will resort to physical violence if it feels it or its friends are threatened. Those who try to raise a behemoth might find it attacking their friends or family if they so much as raise their voice.
Protectors. A behemoth does not seek to harm creatures for fun and has great rage towards creatures that do. When a behemoth encounters a fight it will attempt to make sense of the engagement. If one group is clearly the aggressor, the behemoth may choose to fight against only that side, trying to protect and help the defenders. Should those defenders reward the behemoth with food or praise, they may find the behemoth turns into a guardian following them. However, if the behemoth sees another behemoth in a fight, it will always side with the behemoth.
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