Huge Ooze, Unaligned
Armor Class 17 Natural Armour
Hit Points 250 (20d12 + 120)
Speed 30 ft., Burrow 15 ft.
STR
24 (+7)
DEX
9 (-1)
CON
22 (+6)
INT
3 (-4)
WIS
8 (-1)
CHA
1 (-5)
Saving Throws STR +12, CON +11, WIS +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison, Psychic
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 14
Languages Common, Draconic Understands, but does not speak
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Acid Absorption. Whenever the Behemoth would take Acid damage, it instead takes no damage and regains Hit Points equal to the Acid damage it would have taken, up to its Hit Point maximum.

Rainfed Regeneration. On initiative count 20 (losing initiative ties), while exposed directly to acid rain, the Behemoth regains 2d6 Hit Points. This is a special environmental effect of this encounter, not a separate source of acid damage against other creatures. Solid overhead cover prevents this healing.

Mutable Anatomy. The Behemoth can reshape its own clay body into enormous fists, tendrils, hammers, hooks and other crude structures. These transformations do not change its creature type, size, game statistics or occupied space.

Immutable Essence. The Behemoth cannot be transformed into another form by spells or magical effects.

Magic Resistance. The Behemoth has Advantage on saving throws against spells and other magical effects.

Clayling Limit. The Behemoth can maintain up to three Lesser Claylings simultaneously. A fourth cannot be created until another is destroyed. When the Behemoth is destroyed, any surviving Claylings immediately collapse into lifeless mud.

Actions

Multiattack. The Behemoth makes two attacks, using Crushing Hammer or Whiplash Limb in any combination.

Crushing Hammer. Melee Attack Roll: +12 to hit, reach 10 ft., one target. Hit: 6d6 + 7 Bludgeoning damage (average 28). A creature hit must succeed on a DC 20 Strength saving throw or have the Prone condition.
The Behemoth transforms its forearm into an immense hammer of compressed clay and rock, striking downward with enough force to crater the ground.

Whiplash Limb. Melee Attack Roll: +12 to hit, reach 20 ft., one target. Hit: 5d6 + 7 Bludgeoning damage (average 24.5). A Huge or smaller target is Grappled (escape DC 20), and the Behemoth can pull that creature up to 10 feet towards itself. It can maintain only one such grapple at a time and cannot use Whiplash Limb while maintaining that grapple.
An arm elongates into a thick, muscular tendril of wet clay, stretching across the battlefield to wrap around an opponent.

Hurl Spawn (Recharge 4–6). Ranged Attack Roll: +12 to hit, range 60/120 ft., one target. Hit: 6d4 + 7 Bludgeoning damage (average 22). Whether the attack hits or misses, one Lesser Clayling forms in an unoccupied space within 10 feet of the target, provided the Behemoth has fewer than three active Claylings. The Clayling takes its first turn on initiative count 10 of the following round.
The Behemoth tears a writhing lump from its own chest and launches it forward. Upon landing, the mass unfolds into a misshapen miniature humanoid.

Earthbreaker (Recharge 5–6). Each creature on the ground within 20 feet of the Behemoth must make a DC 20 Dexterity saving throw.

  • Failure: 8d6 Bludgeoning damage (average 28) and the Prone condition.
  • Success: Half damage, and the creature does not fall Prone.

The ground in the affected area becomes Difficult Terrain until cleared.

Bonus Actions

Absorb Slurry (Recharge 5–6). The Behemoth absorbs acidic mud within 10 feet of itself, regaining 3d8 Hit Points. It cannot use this action if no acid-contaminated mud is available.

Reactions

Viscous Reformation (2/Day). When the Behemoth takes Bludgeoning, Piercing or Slashing damage, it can reduce that instance of damage by 3d6.
(Apply its damage resistance first, then this reduction).
Its body briefly liquefies around the incoming strike.

Description

The Behemoth is an enormous conglomeration of clay, sediment, broken stone and accumulated debris, animated by an ancient magical influence. Unlike conventional golems, its anatomy never remains entirely stable. Its shoulders swell and collapse, its abdomen slumps over its legs, and its arms constantly lengthen or retract as though the creature is struggling to remember what shape its body should have.

Its face is particularly disturbing. The Behemoth can momentarily form something resembling a human expression before the features collapse back into smooth clay. Its jaw splits vertically when threatened, exposing rows of hardened mineral formations resembling broken teeth. Its movements are accompanied by deep, wet suction sounds, grinding stones, and the heavy slap of several tonnes of mud striking the ground.

During acid rain, the creature visibly regenerates. Cracks seal, limbs reform, and portions of its torso swell as acidic water is absorbed through its surface. It can rip sections of its own body free and hurl them at enemies, where the animated material develops limbs and becomes a smaller autonomous creature.

DWOD

Comments

Posts Quoted:
Reply
Clear All Quotes