The Behemoth
The Behemoth
Primeval Titan. The Behemoth was born from the cosmic forces of chaos in the beginning of time. Along with its mortal enemy, the Leviathan, the Behemoth exists as an unstoppable force of pure destruction. It is not good or evil, and in many ways it is not even truly part of the natural world as mortals perceive it.
"Under lotus trees he lies, In covert of the reeds and swamp, He is tranquil."
Job 40:21
Dormant Destroyers. During the creation of the cosmos, God stilled the raging waters of the Leviathan and calmed the earth-shattering rage of the Behemoth. The Behemoth now sleeps in a dormant state, tranquilly awaiting the end of time. According to legend, the Behemoth and the Leviathan will be awakened just once more: when time comes for the material world to pass away, and the new world to be created.
"Its tail is like a cedar tree, Its limbs are like iron rods, Only its maker dares approach it with the sword,"
Job 40:17
Apocalypse Monster. When that time comes, at the apocalypse of the new creation, the Behemoth and the Leviathan will fight to the death, and their battle will be the end of existence. However, all creatures serve God's will, and there is a happy ending to this story: out of the destruction of the old world, God will create a new world in which peace and tranquility will be everlasting. Neither the Behemoth nor the Leviathan are intrinsically evil the way that demons are; they are simply titans of chaos, and the destruction of the old world is their part to play in God's grand design.
Gargantuan Monstrosity, unaligned
Armor Class 16
Hit Points 550
Speed 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 30 (+10) | 8 (-1) | 30 (+10) | 8 (-1) | 14 (+2) | 10 (+0) |
Saving Throws STR +18, CON +18
Damage Resistances Fire
Damage Immunities Lightning, bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Truesight 60 ft., Passive Perception 12
Challenge 27 (105,000 XP)
Features
Legendary Resistance (5/Day). If the Behemoth fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Behemoth has advantage on saving throws against spells and other magical effects.
Apocalypse Monster. The Behemoth deals double damage to the natural world (Mountains, trees, rivers), and triple damage to objects not being worn or carried and structures.
Actions
Multiattack. The Behemoth uses its frightful presence, and then makes three attacks, one with its Horns, one with its Tail, and one with its Trample.
Frightful Presence. Each creature of the Behemoth's choice that is within 120 feet of it and aware of it must succeed on a DC 19 Wisdom saving throw or become Frightened 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 Behemoth's Frightful Presence for the next 24 hours.
Horns. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 24 (3d8+10) piercing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 30 (3d12+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.
Trample. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 37 (6d8+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.
Legendary Actions
The Behemoth can take 3 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. The Behemoth regains spent Legendary Actions at the start of its turn.
Attack. The Behemoth makes one Horn attack or Tail attack.
Bellow. The Behemoth lets out a thunderous bellow causing a wave of destruction in a 60-foot cone. All creatures in this area must succeed on a DC 20 Constitution saving throw, taking 14 (4d6) Thunder damage on a failed save, or half as much on a successful one.
Apocalyptic Aura (Costs 2 Actions). A wave of necrotic energy pulses out from the Behemoth in a 120-foot-radius sphere, heralding the end of the created world. All creatures within this sphere must make a DC 20 Constitution saving throw, taking 21 (6d6) Necrotic damage on a failed save, and half as much on a successful one.
Bible5e custom monster. Its specific traits supplement the current rules. See Using Bible5e Monsters.