Behemoth
North
(2,300 XP)
Robinloft Estimated
CR
6
Armor Class
17 (natural armor)
Hit Points
84 (8d12+32)
Speed
30 ft.
STR
20
(+5)
DEX
9
(-1)
CON
18
(+4)
INT
2
(-4)
WIS
3
(-4)
CHA
1
(-5)
Saving Throws
Str +8, Con +7
Skills
Intimidation -2, Perception -1
Damage Immunities
acid, cold, fire, lightning, necrotic, poison, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Senses
passive Perception 9
Languages
—
Environments
Territorial.
A Behemoth will only attack intruders that enter its territory. It will not attack other Behemoths.
Weak Spot.
A Behemoth is physically invulnerable from the neck down. Its only weak spot is its head. Any attack targeting a behemoth s head ignores its immunities, and is treated as a critical hit.
Actions
Club.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
Kick.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Target must make a DC 16 Strength saving throw. On a fail they are knocked prone.
Reactions
Reactive Kick.
When an enemy moves in range, the Behemoth may use its kick attack as a reaction. Once it uses this reaction, it can’t react again until its next turn.
Behemoth
Not yet described
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