Leap Attack. If the behemoth attacks a creature within 5 feet of it after landing from a jump but before moving, the target takes an extra 17 (5d6) bludgeoning damage.
Standing Leap. The behemoth's long jump is up to 40 feet and its high jump is up to 25 feet, with or without a running start.
Temors. 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 on a failed save, or half as much damage on a successful one.
Multiattack. The behemoth makes two attacks with its claw.
Claw. Me/ee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 58 (1 Od1 o + 3) piercing damage.
Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., 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 20 feet backwards.
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, 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 a thick rock-like skin and razor-sharp claws.
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