Homebrew
| MOD | SAVE | ||
|---|---|---|---|
| STR | 20 | +5 | +9 |
| DEX | 10 | +0 | +4 |
| CON | 18 | +4 | +4 |
| MOD | SAVE | ||
| INT | 8 | -1 | -1 |
| WIS | 12 | +1 | +1 |
| CHA | 16 | +3 | +3 |
Magic Weapons. The Behemoth's weapon attacks are magical. Regeneration. The Behemoth regains 10 hit points at the start of its turn if it has at least 1 hit point. If it takes Piercing damage it regenerates only 5 hit points.
Multiattack. The Behemoth makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: 1d20+9 to hit, reach 5 ft., one target. 1d8+5 piercing damage plus 3d6 psychic damage.
Claws. Melee Weapon Attack: 1d20+9 to hit, reach 5 ft., one target. 1d10+5 slashing damage plus 2d6 psychic damage.
Psionics. It uses its psychic abilities as spell like effects. It has a Spell save DC of 15.
Antagonize. It fills a target with rage and causes it to lash out to a target nearby. The creature makes a Wisdom Save DC15, on failure it takes 4d6 psychic damage and must make a melee attack against a creature in range, on success they take half damage and resist making an attack.
Mind Assault. The targeted creature's mind is filled with whispers and voices causing a major headache. The creature makes a Wisdom Save DC15, on failure it takes 3d6 psychic damage and has Disadvantage on its next attack. On success, it takes half damage.
Mental Feedback. Recharges on a 5 or a 6. All creatures within a 20 ft radius of the Behemoth must make a Wisdom Saving Throw DC15, on failure they take 3d6 psychic damage and their movement speed become 0 until the end of their next turn. On success they take half damage and only lose 10 feet of movement.
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