| Mod | Save | ||
|---|---|---|---|
| STR | 24 | +7 | +11 |
| DEX | 18 | +4 | +4 |
| CON | 20 | +5 | +9 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −3 |
| WIS | 20 | +5 | +5 |
| CHA | 16 | +3 | +3 |
Traits Behmoth has advantage on saving throws versus magical attacks and effects.
Spellcasting. The [monster name] is a 10-level spellcaster. Its spellcasting ability is [ability score] (spell save DC 20, +12 to hit with spell attacks). The [monster name] has following [class name] spells prepared:
2/day: Fireball (5th level), Lightning Bolt (5th level)
3/day: Call Lightning (5th level), Melfs Minute Meteors (5th level), Agnazzars Scorcher (5th level)
At will: Fireball, Lightning, Thunderwaver (all 3rd level)
Multiattack. The Behemoth makes on gore attack and two claw attacks. Behemoth can replace both claw attacks with Charybdis or a 2/Day, 3/Day or At Will Spell. Behemoth can replace a claw attack with a swipe.
Gore. Melee Weapon attack: +14 to hit, Range 5ft, one target. Hit: 20 (2d10+7) Piercing
Claw. Melee Weapon attack: +14 to hit, Range 5ft, one target. Hit: 20 (2d10+7) Slashing
Swipe. Melee Weapon attack: +14 to hit, Range 5ft and one 5ft area beside the targeted 5ft area. Hit: 15 (1d12+7) Slashing
Charybdis. The Behmoth chooses a 15ft radius circle in a location within 120ft that it can see. That area becomes difficult terrain for 1d4 rounds, a creature that starts its turn, or enters that area must make a Strength saving throw or be knocked prone. Charyibdis also places down a 10ft wide, 15ft tall boulder on the location which remains until destroyed. The boulder remains after the 1d4 rounds expires.
Enmity. When a creature deals damage to Behemoth when the Behemoth is unaware of that creature OR deals over 35 damage to it in one round, that creature gains the enmity of the Behemoth for 1d4+2 rounds. The Behmoth has advantage on all attack rolls against that creature and has disadvantage on all attack rolls against other creatures.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Legendary Action: Meteor (Recharge 6). Can only be used after Charybdis timer (1d4 rounds) is up. It takes 1d4 rounds to take effect. The Behemoth stands on its hind legs and summons a large meteor, which hits all targets in a 50ft radius. All creatures in designated area must make a DC25 Constitution saving throw, taking 30d10 damage on a failed save, or half as much on a successful save. Hiding behind a boulder left by Carybdis negates all damage and the need for a saving throw. Meteor will destroy all Carybdis boulders in range.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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