| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +14 |
| DEX | 8 | −1 | −1 |
| CON | 26 | +8 | +14 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 14 | +2 | +8 |
| CHA | 12 | +1 | +7 |
False Appearance. If the behemoth is motionless and curled in it's rolling stone form (See Bonus Action) at the start of combat, it has Advantage on its initiative roll. Moreover, if a creature hasn't observed the behemoth move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the behemoth isn't an ordinary Huge pile of volcanic rock.
Voracious Hunger. If the behemoth eats a Small or larger creature over the course of a minute, it regains 22 (2d12 + 9) Hit Points.
Legendary Resistance (1/Day). If the behemoth fails a saving throw, it can choose to succeed instead.
Multiattack. The behemoth makes two Slam attacks. It can replace one attack with a use of Fissures, Lava Spit, or Spellcasting if available.
Slam. Melee Weapon Attack : +14 to hit, reach 10 ft., 1 target. Hit : 21 (3d8 + 8) Bludgeoning damage.
Fissures. Dexterity saving throw, DC 22, each creature on the ground in a 60-foot cone. Failure : 10 (3d6) Bludgeoning damage and the target has the Prone condition. Success : Half damage only. Success or Failure : The ground in that area becomes difficult terrain for Large or smaller creatures until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
Lava Spit (Recharge 5-6). Dexterity saving throw, DC 22, each creature in a 10 feet-radius sphere centered on a point the behemoth can see within 60 feet. Failure : 21 (6d6) Fire damage. Success : Half damage. Success or Failure : Until the end of the behemoth's next turn, the area is difficult terrain for Large or smaller creatures, and it keeps burning for 1 minute. When a creature enters this area for the first time on a turn or starts its turn there, it must repeat it's saving throw as described above.
Spellcasting (Recharge 5-6). The behemoth casts Wall of Stone, requiring no Material components and using Constitution as the spellcasting ability (spell save DC 22).
Rolling Stone. The behemoth rolls up into a ball to move at a faster pace, or unrolls. In this form, it's AC increases by 4 (for a total of 26), its speed is doubled, it has the Blinded condition, and the only actions it can take are the Dash and Hide actions.
Additionally in this form, the behemoth can move throught the space of Large or smaller creatures, when it does so, the creature is targeted once by the following effect. Strength or Dexterity Saving Throw (creature's choice), DC 22, Failure : 9 (2d8) Bludgeoning damage and the target is knocked Prone. Success : Half damage only.
Sticky Tongue. Dexterity Saving Throw, DC 22, one Large or smaller creature can see within 60 feet. Failure : The target is pulled up to 30 feet closer to the behemoth.
Legendary Action Uses : 1. Immediately after another creature's turn, the behemoth can expend a use to take one of the following actions. The behemoth regains all expended uses at the start of each of its turns.
Hunt. The behemoth moves up to half its Speed without provoking Oppotunity attacks, and it makes one Slam attack.
Hunt. The behemoth makes a Wisdom (Survival or Perception) check.
Description
"Behemoths" are vaguely humanoid monstrosities created by a mad Archmage with a penchant for Transmutation magic. Once calm and wise Stone Giants, they have now been warped into living battering rams, mixing the giant's elemental affinity with the earth itself.
Behemoths are an extremely large, stocky, monsters, armored with slabs of tough, rock-like material. They are quadrupedal, lumbering forward on two short hind legs and two comparatively huge club-like front legs, which it uses to bludgeon anything that strays too close. While most of the creature's skin is covered in jagged plates of a tough rock-like armor, making it's silhouette is somewhat asymmetrical, there are multiple cracks where exposed flesh can be seen, gaps in the beast's armor to allow for movement and that can be sealed when the beast assumes a rolling stone form. Behemoths are capable of retracting the rocky armor plates on their face, which are merely an armored mask of sorts to protect the head, with its raw, fleshy face bristling with teeth and its many eyes glaring from the now exposed muscle, only one particularly large eye in the center of its face being visible while the mask is up. Behemoths have a massive pair of tusks jutting from their lower jaw, and also possesses an incredibly long, barbed tongue that can be shot with whip-like speed to drag unfortunate victims within melee range.
These monsters are kept under control by powerful magical links and metallic implants in their heads, and are sent on missions to hunt, kill, or retrieve things for their archmage master. They prey on everything and everyone to fuel their insanely fast metabolism and unnatural abilities, leaving a trail of death, destruction, and overall ecological and societal disaster in their wake as a mere side effect of trying to accomplish their mission.
In a fight, theses approach slowly but surely, spewing bursts of lava, knocking foes prone with shockwaves, and pulling foes close with their tongue. When such a target is close enough, they slam into it and raise walls of stone between them and their allies, creating 1v1 scenarios where they are sure to come out on top and feast on their victim.
CR 18 : DCR 21 - OCR 15
Tactics :
- Round 1 : Bonus action Sticky Tongue + Multiattack : Slam x1 + Wall of Stone
- Round 2 : Multiattack : Slam x1 + Lava Spit (Positions itself in the lava and stays there, using it's sticky tongue to pull creatures in it and preventing them from leaving)
- Round 3 : Multiattack : Slam x1 + Fissures to knock creature prone in the lava, and uses sticky tongue to pull creatures
- Casts Wall of Stone/Fissure > Bonus Action Rolling Stone to flee
The behemoth will retreat when at or below 106 Hit Points (1/3). Assuming it is in it's Rolling Stone Form, it can move to it's full movement speed (60), use it's Legendary Action (30), and take the Dash action, covering 150 feet in one round, which combined with it's increased AC, should be enough to help it run away from combat.
Yep, very much the playable monster of the same name from the Evolve game (2014).
Previous Versions
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