Behemoth (FFXI) (5e Creature)

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Behemoth[edit]

Large beast, chaotic neutral


Armor Class 17 (natural armor)
Hit Points 190 (20d10 + 80)
Speed 30 ft.


STR DEX CON INT WIS CHA
23 (+6) 7 (-2) 19 (+4) 5 (-3) 10 (+0) 15 (+2)

Saving Throws Str +10, Cha +6
Skills Intimidation +6, Perception +8
Proficiency Bonus +4
Damage Resistances lightning
Condition Immunities stunned
Senses truesight 60 ft., passive Perception 18
Languages
Challenge 10 (5,900 XP)


ACTIONS

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 20 (2d12 + 6) slashing damage.

Flame Armor. A red, fiery aura covers the user. The effects of this action last for 1 minute and is considered a concentration spell. Anytime creatures attacking with physical weapons, non-magical weapons or unarmed strikes successfully strike the user, the attacking creature takes 3d6 points of fire damage.

Howl. The user unleashes a thunderous howl that empowers it's attacks. The effects of this action last for 2 minutes and is considered a concentration spell. Non-magical bludgeoning, piercing, and slashing damage deal an additional 5 damage for the duration.

Shock Wave. The user rears up and stomps with it's front legs, causing a shock wave. All other creatures within 15 feet of the point of impact must make a DC 15 Dexterity saving throw, taking 15 (2d8) bludgeoning damage on a failed save and is knocked back 10 feet.

Wild Horn. Melee Weapon Attack: +8 to hit, reach 15 ft. cone. Hit: 16 (6d4 + 6) piercing damage.

REACTIONS

Kick Out. When a hostile creature moves into a square directly behind this creature, this creature may instinctual kick it. This creature attacks in a 15 ft. cone behind it. Creatures in the cone take 1d10 + 6 bludgeoning damage and must make a DC 14 Dexterity saving throw or become blinded.

LEGENDARY ACTIONS

The 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. The Behemoth regains spent legendary actions at the start of its turn.

Thunderbolt (Costs 3 Actions). The user discharges a wave of lightning from it's body in a 40 ft. radius around the user. Every hostile creature in that area must make a DC 13 Dexterity saving throw, taking 30 (5d6) lightning damage and becomes stunned on a failed save, or half as much damage and is not stunned on a successful one.

Behemoth_1_(FFXI).png

Behemoths are large, purple, canine-esque creatures with two bull-like horns and a barbed fin on the back of their neck. They are ferocious beasts with bodies made up almost entirely of muscle and tails that sway like an ancient sequoia. Behemoths are quadrupedal.

Tactics. Behemoths are highly aggressive and will attack nearly anything on sight. After steeling itself for battle, they usually rend foes with long claws and horns to deal the killing blow. On occasion, they will intentionally expose their hindquarters in an attempt to catch would-be hunters off guard.

Lore. Due to their great power and aggressive tendencies, Behemoths usually live and attack alone, but occasionally they can be found in small groups of two or three. Behemoths tend to remain in the area in which they have taken residence. Once the Behemoth has chosen its Dominion, it's unlikely to share that space with any other creature except for other creatures it has deemed thoroughly more powerful. Even then, it will share its Dominion in an uneasy alliance. It is possible to domesticate Behemoths but only if they are raised from an infant.

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