AC 18 (natural armor)
HP 525 (30d20 + 210; bloodied 212)
Speed 60 ft., swim 60 ft.
Proficiency +5; Maneuver DC 20
Saving Throws Con +12, Int +3, Wis +7
Condition Immunities charmed , fatigue , frightened , stunned
Senses blindsight 30 ft. (blind beyond that range with its mouth closed), passive Perception 12
Languages —
Behemoth Weak Point: Mouth Eyes. While the behemoth’s mouth is open, the eyes inside its mouth can be targeted by any attack that can reach them (the behemoth is 60 feet tall). Attacks made against the inside of the behemoth’s mouth are made against AC 10. If the behemoth takes at least 15 damage from a single attack in this way, it closes its mouth.
Legendary Resistance (3/Day). When the behemoth fails a saving throw , it can choose to succeed instead, provided it is not blinded. When it does so, it becomes petrified.
Petrification. The behemoth can use an action to become petrified or return to its normal form while petrified. While petrified, it is indistinguishable from a statue. It can perceive its surroundings but can’t take actions other than to return to its normal form.
ACTIONS
Multiattack. The behemoth makes two claw attacks and one tail attack. If its mouth is open, it can replace one attack with a bite attack or a roar.
Bite (While Mouth is Open). Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage plus 9 (2d8) poison damage. After a hit or miss, the behemoth’s mouth is closed.
Claw. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (4d4 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target that has not grabbed onto the behemoth. Hit: 21 (4d6 + 7) slashing bludgeoning damage, and the target must succeed on a DC 20 Strength saving throw or be knocked prone and pushed up to 10 feet directly away from the behemoth.
Swat. The behemoth makes a claw attack against a creature that has grabbed onto it. On a success, the target is pushed into an unoccupied space within 5 feet of the behemoth and knocked prone, taking falling damage if appropriate.
Thunderous Roar (While Bloodied, While Mouth is Open). The behemoth looses a roar in a 90-foot cone. Each creature in the area makes a DC 20 Constitution saving throw , taking 55 (10d10) thunder damage on a failure or half damage on a success. Also on a failure, a creature is deafened for 1 minute.
LEGENDARY ACTIONS
The behemoth can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.
Claw. The behemoth makes a claw attack.
Mouth. The behemoth opens or closes its mouth.
Combat
Since it can’t see with its mouth closed, the behemoth tyrant keeps its mouth open when it can, using a legendary action to open its mouth after each bite attack. If enemies target its vulnerable mouth eyes, it keeps its mouth closed and attacks blindly with claws and tail. Once bloodied, however, it opens its mouth and uses Roar as often as possible.
Legends and Lore
With an History or Nature check, characters can learn the following:
DC 15 Travelers’ tales tell of rocky outcroppings that suddenly come to life, becoming behemoth tyrants, lizardlike monsters sixty feet tall. Even more dangerous than their fangs and claws are their thundering roars.
DC 20 A behemoth tyrant’s eyes are inside its mouth, so it’s blind with its mouth closed. You can also blind it with a carefully-aimed attack when it opens its mouth.
As an explorer ship preps for takeoff, a nearby rocky hill rumbles and stands up on two legs. What seemed to be an ordinary outcropping becomes a towering monster with terrible claws and teeth.
1 Ten-foot-long footprints
2 A distant sound like thunder
3 Tremendous claw marks scored in metal or stone
4 The chewed corpse of a colossal beast
Behemoth tyrants leave swaths of destruction over many wilderness planets.
CR 15+ behemoth tyrant
Treasure a critically damaged but salvageable 1d4 grade capital ship