Grave Behemoth

Huge Undead, neutral evil (CR 10)

Armor Class 9

Hit Points 210 (20d12+80)🎲

Speed 40 ft.


STR

22 (+6)

DEX

8 (-1)

CON

19 (+4)

INT

13 (+1)

WIS

10 (+0)

CHR

8 (-1)


Skills

Senses darkvision 60 ft., passive Perception 10

Languages -

Challenge Rating 10

Actions

Multiattack.

The grave behemoth makes two slam attacks.

Slam.

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Gorge.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 6) piercing damage plus 14 (4d6) necrotic damage.

Hurl Flesh (Recharge 5-6).

The grave behemoth vomits putrid flesh and 5 (2d4) zombies in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, a target takes 38 (11d6) necrotic damage and is covered in rotting slime for 1 minute. On a success, a target takes half the necrotic damage and isn't covered in slime. A creature, including the target, can take an action to clean off the slime. Zombies under the grave behemoth's control have advantage on attack rolls against creatures covered in a grave behemoth's slime.


sizeHuge

typeUndead

group

alignmentneutral evil

strength_save

dexterity_save

constitution_save8

intelligence_save

wisdom_save4

charisma_save

perception

damage_vulnerabilities

damage_resistancesnecrotic

damage_immunitiespoison

condition_immunitiescharmed, frightened, poisoned

cr10

reactions

legendary_desc

legendary_actions

special_abilitiesname: Fleshbag,desc: The behemoth starts with two arms and two legs. If it loses one arm, it can't multiattack. If it loses both arms, it can't slam. If it loses one leg, its speed is halved. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.,name: Flesh Wound,desc: At the end of any turn in which the behemoth took at least 30 damage, roll a d8. On a 1, it loses an arm. On a 2, it loses a leg. In addition, 2 (1d4) zombies fall prone in unoccupied spaces within 10 feet of the behemoth, spilling from the wound.,name: Turning Defiance,desc: The grave behemoth and any zombies within 30 feet of it have advantage on saving throws against effects that turn undead.,name: Zombie Keeper,desc: Zombies created by a grave behemoth's Flesh Wound and Hurl Flesh share a telepathic link with it, are under its control, are immune to necrotic damage, and act immediately and on the grave behemoth's initiative.

spell_list

page_no208

document__license_urlhttp://open5e.com/legal

document__slugcc

document__titleCreature Codex

document__urlhttps://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/

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Creature Codex, page no. 208
Other formats: JSON

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