Behemoth

Gargantuan monstrosity (titan), unaligned

Armor Class

25 (natural armor)

Hit Points

780 (40d20 + 360)

Speed

40 ft.

Saves

Int +9, Wis +10, Cha +5

Condition Immunities

charmed, frightened

Senses

darkvision 120 ft.

Languages

Terran

Challenge

30

Fearsome Presence

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.

Legendary Resistance (3/Day)

If the behemoth fails a saving throw, it can choose to succeed instead.

Siege Monster

The behemoth does double damage to objects and structures.

Sunlight Sensitivity

While in sunlight, the behemoth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack

The behemoth makes three attacks: two bite attacks and one gore attack with its horns.

Bite

Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 49 (6d12 + 10) piercing damage.

Gore

Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 54 (8d10 + 10) piercing damage.

Tail

Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 43 (6d10 + 10) bludgeoning damage.

Earthshake (Recharge 5-6)

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.

Legendary actions

Bite

The behemoth makes a bite attack.

Gore

The behemoth makes a gore attack.

Tail

Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 43 (6d10 + 10) bludgeoning damage.