Behemoth (5e Creature)

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Behemoth[edit]

Gargantuan monstrosity, neutral evil


Armor Class 23 (natural armor)
Hit Points 780 (40d20 + 360)
Speed 60 ft.


STR DEX CON INT WIS CHA
30 (+10) 16 (+3) 29 (+9) 13 (+1) 13 (+1) 10 (+0)

Saving Throws Str +18, Con +17
Proficiency Bonus +8
Damage Resistances lightning, poison, radiant, thunder
Damage Immunities fire; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, petrified, unconscious
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 11
Languages understands Common but can't speak
Challenge 28 (120,000 XP)


Tunneler Behemoth can burrow through solid rock at half its burrow speed and leaves a 30-foot-diameter tunnel in its wake.

Illumination Behemoth sheds bright light in a 60-foot radius and dim light in an additional 120 ft.

Immutable Form Behemoth is immune to any spell or effect that would alter its form.

Siege Monster Behemoth deals double damage to objects and structures.

Heated Body A creature that ends its turn within 15 feet of Behemoth, touches Behemoth or hits it with a melee attack while within 15 feet of it takes 16 (3d10) fire damage.

Trampling Charge If Behemoth moves at least 30 ft. straight toward a target and then hits it with a Slam attack on the same turn, the target takes an extra 13 (2d12) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone. If the target is prone, Behemoth can make another Slam attack against it as a bonus action.

ACTIONS

Multiattack. The beloved makes 3 Slam attacks and then uses its Stomp ability.

Slam Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 29 (3d12+10) slashing damage plus 16 (3d10) fire damage.

Stomp. Behemoth stomps its foot on a point it can see within 15ft. of it. Any creature in a 15ft. radius, 15ft. high cylinder of this point must succeed on a DC 23 Dexterity saving throw, taking 33 (6d10) bludgeoning damage and fall prone on a failure or half as much and not falling prone on a success. Structures, as well as non-magical items neither worn nor carrier in the cylinder take the same amount of damage (no save).

Lightning Strike (Recharge 4-6) Behemoth shoots a bolt of lightning in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 45 (10d8) lightning damage on a failed save, or half as much damage on a successful one.

Fire Breath (Recharge 5-6) Behemoth exhales a jet of fire in a 60-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 60 (11d10) fire damage on a failed save, or half as much damage on a successful one.

REACTIONS

Energy Deflection If Behemoth were to take bludgeoning, force, lightning, radiant, or thunder damage, it takes only half the damage dealt to it, and gains a damage bonus to its next attack of the damage type equal to the damage taken.

LEGENDARY ACTIONS

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. Behemoth regains spent legendary actions at the start of his turn.

Move Behemoth moves up to its movement speed.

Attack Behemoth makes a Slam attack.

Thunderous Roar (Costs 2 Actions) Behemoth lets out an earth-shaking roar. Any creature within 200 feet that can hear it must make a DC 23 Constitution saving throw, taking 11 (2d10) thunder damage and becoming deafened until the end of their next turn, or half as much and not becoming deafened on a success.

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