You call forth an apocalyptic spirit, manifesting a massive monster at a point you can see within range. This corporeal form uses the Behemoth Spirit stat block, The behemoth disappears when it drops to 0 hit points, or when the spell ends. Any creature in the behemoth's space when it appears is pushed to one side of its choice.
The behemoth is friendly to you and your companions for the duration. The behemoth has its own turns, which it takes immediately after yours. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the behemoth, it defends itself from hostile creatures, but otherwise takes no actions.
If your concentration is broken, the behemoth doesn't disappear. Instead, you lose control of it - it attacks the nearest things to it in a feral rage. An uncontrolled behemoth cannot be dismissed by you, and it disappears 1 hour after you summoned it. You can use your action to try to regain control of the behemoth, making a DC 20 ability check with your spellcasting ability. If you succeed, you regain control of the behemoth until the spell's original duration has passed. If you fail, the behemoth becomes hostile towards you and your allies, and seeks to attack you before anyone else.
Behemoth Spirit
Gargantuan monstrosity, unaligned
Armor Class 18
Hit Points 500
Speed 60 ft., swim 40 ft.
Saving Throws Str+17, Dex +7, Con +14, Int +7, Wis +11
Damage Resistances cold, fire, lightning; blugeoning, piercing and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, frightened, paralyzed
Senses darkvision 300 ft., truesight 120 ft., passive Perception 14
Languages understands the languages of its creator, but cannot speak
Challenge 23 Proficiency Bonus equals your bonus
Amphibious. The behemoth can breathe air and water
Freedom of Movement. The behemoth ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 ft. of movement to escape from nonmagical restraints or being grappled.
Siege Monster. The behemoth deals double damage to objects and structures.
Swipe. If the behemoth hasn't moved this turn, it can use its bonus action to make a Swipe attack. When it does, its speed is 0 until the end of its turn.
Feral Rage. While the behemoth isn't controlled by its creator, it makes all its attacks with advantage, but all attacks against it have advantage. Additionally, it can Dash or make a Strike attack as a bonus action on each of its turns.
Frightful Presence. Each creature of the behemoth's choice within 120 ft. of it and aware of it must succeed on a DC 19 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, or the effect ends for it, the creature is immune to the behemoth's Frightful Presence for the next 24 hours.
Actions
Multiattack. The beast makes one Strike and one Stomp attack.
Strike. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (4d8+10) bludgeoning, piercing, or slashing damage (your choice). The behemoth can choose to halve the attack's damage to also grapple the target (escape DC 19), provided it is Huge or smaller. A target grappled this way is also restrained. Only one creature can be grappled at a time.
Stomp. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 23 (2d12+10) bludgeoning damage. Hit or Miss: All other creatures within 10 ft. of the target must make a DC 19 Dexterity saving throw, taking 13 (2d12) bludgeoning damage on a failure, or half as much damage on a success. Additionally, structures in that area automatically take the damage.
Swipe. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage. If the DM's group uses the optional Flanking rule, attacks against the behemoth do not benefit from such a rule.
Burst (Recharge 6). The behemoth sends out a burst of acid, frost, fire, shrapnel, or thunder in a 60 ft. cone. Creatures in that area must make a DC 19 Dexterity saving throw. On a failure, a creature takes 5d8 acid, cold, fire, piercing, or thunder damage (choose one when you create the behemoth). A creature takes half as much damage on a successful save. Depending on the damage type you choose, additional effects occur as below:
Acid. The damage dice become d4's, but there are twice as many. Structures and objects in the area that aren't being worn or carried take the spell's damage.
Cold. A creature that fails its save has its speed halved until the start of the behemoth's next turn. If the creature fails its save by 10 or more, it is restrained for that duration. Nonmagical liquids in the area freeze solid.
Fire. The damage increases by 1d8. Also, objects in the area that are not being worn or carried also burst into flame.
Piercing. The damage dice become d4's, and there are twice as many. A creature that fails its save by 10 or more takes an additional 12 (5d4) piercing damage.
Thunder. A creature that fails its save is pushed 10 ft. away from the behemoth, is deafened until the start of the behemoth's next turn, and is knocked prone.
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