Gargantuan Plant, Any Chaotic Alignment
Armor Class 20 Natural Armor
Hit Points 195 (23d8 + 92)
Speed 35 ft.
STR
24 (+7)
DEX
20 (+5)
CON
24 (+7)
INT
10 (+0)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +13, DEX +11, CON +13
Skills Athletics +12, Perception +6
Damage Resistances Acid, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Blindsight 120 feet, Passive Perception 10
Languages Common, Sylvan, Terran Can understand Common, Terran, and Sylvan but cannot speak.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Crystalline Composition. The Behemoth is immune to poison, disease, exhaustion, and magic can't put it to sleep. It is unaffected by any spells that alter it's shape or form.

Deathly Touch. If any living tissue comes into contact with the Behemoth, it's owner needs to make a DC 15 constitution saving throw. On a failure, the creature begins to seize up and become crystallized. Each time they come into contact with the Behemoth they must repeat this saving throw. Each round, the effects get worse. See the Exhaustion table for effects. This affect can be stopped, and each effect removed individually by the Lesser Restoration spell.

Crystalline Scourge. Anytime the Behemoth reduces a creature to 0 hitpoints, the creature immediately gets overcome by the crystal. It turns into a crystalline Zombie with an AC of 18, and the zombie has this trait along with the Behemoth's Deathly Touch trait.

Actions

Multiattack. The Behemoth makes three attacks: two with his slam, and one with its crystal shards.

Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 21 (3d10 + 5) bludgeoning damage. 

Crystal Shards. Ranged Weapon Attack: +10 to hit, range 60/120 ft., 3 targets. Hit:  22 (4d10) piercing damage.

Reactions

Absorption. Upon taking damage, the Behemoth can choose to absorb one of its Zombies in order to regain hitpoints equal to the total hitpoints of the Zombie it absorbed.

Legendary Actions

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.

Movement. The Behemoth can move to up to half of it's movement.

Attack. The Behemoth can choose to use either its Slam attack or its Crystal Shards attack.

Crystalline Spores (Costs 2 Actions). The Behemoth can cause up to 3 creatures within 30 feet of it to make a DC 15 Constitution saving throw, or suffer the effects of its Deathly Touch feature.

Harden (Costs 3 Actions). The Behemoth gains a +3 to its AC until the end of it's next turn.

Description

Originating from some mysterious, long thought to be dead, alien microbes (or a virus), Its hulking body has large light blue crystals jutting out at every angle. It's faceless head looks around to accomplish two things: assimilate and expand.

Habitat: ArcticDesertMountainUnderdarkUrban

ScottishScaffy

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