A behemoth resembles an elephant, hippopotamus, and a water buffalo. It has a short trunk and long tusks, with a thick hide and large hooves.
Huge Quadrupedal Beast
Hit Points
40
Speed
40 ft
AC
20
Fortitude
15
Reflex
15
Will
13
Str
20 (+5)
Dex
18 (+4)
Con
20 (+5)
Int
13 (+1)
Wis
12 (+1)
Cha
15 (+2)
Immunities. Water damage, CharmedCharmedThe target is friendly to the one who Charmed them, taking inaction against them in combat and becoming hostile to anyone who is hostile toward them., FrightenedFrightened The target must move away from the source they’re Frightened by until they have exhausted their movement or if the source is out of sight., FrozenFrozenThe target is engulfed ice and cannot move or act. The next slashing or bludgeoning damage to the target is automatically a critical hit and breaks the target out of its Frozen state., SlowedSlowed ConditionThe target’s maximum movement is cut in half and they may not benefit from bonuses to movement or take actions that grant additional movement., WindsweptWindsweptThe creature is deafened and silenced, unable to cast verbal spells/abilities and their movement is cut in half..
Resistances. Bludgeoning damage, Piercing damage, Poison damage, Slashing damage, PoisonedPoisoned ConditionPoisoned. The target takes Poison damage at the beginning of their turn based on the average damage die of poison as well as other effects of the poison., LaceratedLaceratedThe target is bleeding profusely, dealing Lacerating damage at the start of the target’s turn equal to the average damage die of the source of Laceration., WetWet ConditionYou are completely drenched in liquid, rendering you to a Weakness to Lightning (unless the creature has a natural immunity). You do not gain the benefits of Invisibility while Wet..
Darkvision. The creature can see in the darkness up to 120 ft.
Charging. If the creature moves 20 ft or more in a straight line, it may use it’s Charging Attack, targeting all creatures within it’s range as it moves.
Consume. Upon a target becoming Bloodied, the creature will attempt to eat the target. Only one creature may be attempted to be consumed at a time.
Stomp. If there is a creature to target that is underneath the Behemoth, it uses it’s Stomp attack.
Actions
Consume. +7 to hit Reflex, Upon a hit the target is GrappledGrappled ConditionThe target is being held by someone or something. They cannot take any movement actions while Grappled and yields Advantage when attempting to be attacked, Tripped, or Disarmed. Opponents who are Grappled and Prone yield a Disadvantage to break the Grapple. and SuffocatingSuffocating ConditionThe target cannot take any Actions until the beginning of their next turn. Any attack against it yields Advantage and the target doesn’t count toward flanking.. At the beginning of the target’s turn, they must attempt to break the grapple before being able to take action. Upon a successful attack that deals damage, the creature will spit up the target, ending the Consume action. Upon failing the Grapple, the target takes 1d10 Force damage and is still GrappledGrappled ConditionThe target is being held by someone or something. They cannot take any movement actions while Grappled and yields Advantage when attempting to be attacked, Tripped, or Disarmed. Opponents who are Grappled and Prone yield a Disadvantage to break the Grapple. and SuffocatingSuffocating ConditionThe target cannot take any Actions until the beginning of their next turn. Any attack against it yields Advantage and the target doesn’t count toward flanking..
Tusks (Str). +8 to hit AC, 3d8+5 Piercing damage.
Stomp (Str). +8 to hit AC, 3d6+5 Bludgeoning damage and the target is knocked ProneProne ConditionThe target has fallen to the ground, yielding Disadvantage to their attacks and Advantage on attacks against the target. The target may use half of their movement to get up, ending the condition. Targets who are also Grappled cannot get up unless they break the Grapple..
Charging Attack (Str). +8 to hit AC, 4d10+5 Piercing damage and the target is Pushed in the same direction as the creature for as many squares as the creature moves. If a Pushed creature collides with an object or another creature, they continue to be Pushed and are knocked ProneProne ConditionThe target has fallen to the ground, yielding Disadvantage to their attacks and Advantage on attacks against the target. The target may use half of their movement to get up, ending the condition. Targets who are also Grappled cannot get up unless they break the Grapple. after being Pushed.