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 speed and leaves a 30-foot-diameter tunnel in its wake.

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

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 feet 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. Behemoth makes three slam attacks and then uses its Stomp.

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

Stomp. Behemoth stomps its foot on a point it can see within 15 feet of itself. Each creature within a 20-foot-radius sphere centered on that point must make a DC 23 Dexterity saving throw. On a failed save, a creature takes 33 (6d10) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

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.


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 its 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. Each creature within 200 feet of Behemoth that can hear it must make a DC 23 Constitution saving throw. On a failed save, a creature takes 11 (2d10) thunder damage and becomes deafened until the end of its next turn. On a successful save, a creature takes half as much damage and isn't deafened.

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