25 (natural armor)
780 (40d20 + 360)
40 ft.
Int +9, Wis +10, Cha +5
charmed, frightened
darkvision 120 ft.
Terran
30
Any creature that starts its turn within 120 ft. of the behemoth must make on a DC 21 Wisdom saving throw. On a failed save, the creature becomes frightened of the behemoth for 1 minute. A creature can repeat the 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 feature for the next 24 hours.
If the behemoth fails a saving throw, it can choose to succeed instead.
The behemoth does double damage to objects and structures.
While in sunlight, the behemoth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The behemoth makes three attacks: two bite attacks and one gore attack with its horns.
Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 49 (6d12 + 10) piercing damage.
Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 54 (8d10 + 10) piercing damage.
Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 43 (6d10 + 10) bludgeoning damage.
The behemoth slams the ground and a thunderous burst goes outwards 120 ft. Each creature in that area must make a DC 23 Constitution saving throw, taking 105 (30d6) thunder damage on a failed save and it is knocked prone, or half as much damage on a success.
The behemoth makes a bite attack.
The behemoth makes a gore attack.
Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 43 (6d10 + 10) bludgeoning damage.