AvatarVecna
2022-06-27, 07:45 AM
Made this awhile back, but it was buried in someone else's thread on the same, so since I'm making a homebrew sig right now, it gets its own thread.
Gargantuan Construct, Chaotic EvilArmor Class: 30 (Natural Armor)
Hit Points: 41 (2d20+20)
Speed: 120 ft, 100 ft Burrow
Attribute
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Score
30
24
30
24
24
30
Bonus
+10
+7
+10
+7
+7
+10
Save
+20
+17
+20
+17
+17
+20
Skills
Athletics +28
Acrobatics +17
Arcana +17
Animal Handling +17
Deception +20
Sleight Of Hand +17
History +17
Insight +17
Intimidation +30
Stealth +17
Investigation +17
Medicine +17
Performance +20
Nature +17
Perception +17
Persuasion +20
Religion +17
Survival +17
Damage Immunities: Poison, any one Energy type
Damage Resistances: All
Condition Immunities: Blinded, Charmed, Deafened, Frightened, Petrified, Poisoned, Unconscious
Senses: Blindsight 1200 ft, Tremorsense 1200 ft, Passive Perception 32
Languages: None
Challenge Rating: 250 (4555000) (not really, but close-ish enough?)Aura Of Immolation: Behemoth's Aura extends 20 ft from his body. Any creature or object that enters this aura on their turn, or starts their turn there, takes 20d6 (70) fire damage (DC 28 Dex save for half) and 20d6 (70) bludgeoning damage (DC 28 Con save for half). Objects carried by creatures are not affected unless that creature dies from the Aura.
Battleborn Monstrosity: Behemoth critically hits on a 19 or 20. Additionally, when he makes a weapon attack, Behemoth may choose to subtract 5 from his attack bonus (or save DC) to increase the damage dealt by 10.
Earth Bound: Behemoth cannot leave the Material Plane by any means.
Impossibly Durable: Whenever Behemoth takes damage, he subtracts three times his current layer number from the damage taken; this is applied before damage reduction.
Layered Monstrosity: Behemoth is made of 25 "layers", akin to a Russian nesting doll. Whenever a layer is killed (whether due to damage or an effect that induces death directly), that layer is reduced to 0 HP and Behemoth's next layer becomes his current layer (restoring him to full HP plus an additional 2 HD, full Legendary Actions, and full Legendary Saves, as well as increasing the number of Legendary Saves he gets and upgrading Impossibly Durable). Any damage dealt to a layer beyond what it took to reduce that layer to 0 HP is dealt to the new layer, ignoring Impossibly Durable and damage resistance (since both have been applied to the damage once already). If Behemoth transitions to a new layer, and is affected by an ongoing effect that a save or ability check could've prevented, he receives a new save/ability check against that effect even if it doesn't normally offer additional saves to end the effect. At the start of Behemoth's turn, his current layer and the layer immediately prior to his current layer regenerate to full HP, and he resets to the previous layer's capabilities.
Legendary Saves: Behemoth has a number of Legendary Saves equal to his current layer number; when a layer regenerates to full HP, it also regenerates to full Legendary Saves. Behemoth can use a Legendary Save to succeed on a save he just failed.
Pounce: Behemoth can jump any distance, up to his maximum move speed (as modified by actions, such as Dash) without any checks required.
Siege Monster: Behemoth does double damage to all structures.
Unstoppable Juggernaut: Behemoth has advantage on all saving throws an ability checks. Behemoth does not need to eat, sleep, or breathe, and is unaffected by nonmagical environmental effects.Actions
Radiation Field: The radius of Behemoth's "Aura Of Immolation" is multiplied by 10 until the beginning of his next turn.
Multiattack: Behemoth makes five attacks, from any mix of the following options:
Cleaving Claw: Melee Weapon Attack, DC 28 Dex save, 30 ft reach, every creature in a 10 ft radius sphere.
Failure: 10d6+10 (45) slashing damage, and Behemoth may attempt a Shove for free.
Success: Half damage, an no Shove attempt.
Dynakinetic Blast: Ranged Weapon Attack, +17 to hit, range 1200 ft, one target. Hit: 8d12+7 (59) damage of an energy type you choose, and target must make a DC 25 Con save or be Stunned for one round.
Dynakinetic Disjunction: Behemoth can end a single magic effect within 600 ft as if he cast "Dispel Magic" using a ninth level slot. This counts as a spell for all purposes.
Earthquake Stomp: As "Earthquake" spell, except the duration is "Instantaneous", the area changes to 600 ft radius, the point of emanation is Behemoth himself, it creates 5d6 fissures in range instead of 1d6, and it deals maximum damage to structures.
Energy Manipulation: Ranged Weapon Attack, DC 25 Dex save, range 1200 ft, every creature in a 20 ft radius sphere.
Failure: 8d6+7 (35) damage of an energy type you choose, and creature must make a DC 25 Con save or be Stunned for one round.
Success: Half damage.
Frightening Presence: Every creature that can see or hear Behemoth must make a DC 28 Wis save or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Behemoth is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature has advantage on saves against Behemoth's Frightful Presence for the next 24 hours.
Shockwave: Every creature in a 200 ft cone emanating from Behemoth. DC 28 Con save.
Failure: 10d4 (25) thunder damage, and you are pushed back 30 ft and knocked prone.
Success: Half damage, and you are not pushed or knocked prone.
Smashing Fist: Melee Weapon Attack, +20 to hit, 30 ft reach, one target. Hit: 10d12+10 (75) bludgeoning damage, and Behemoth may initiate a grapple for free.
Bonus Actions
Change Immunity: Behemoth may change his energy immunity to an energy type of his choice.
Lightning Bruiser: Behemoth's speed is doubled until the beginning of his next turn, and he provokes no OAs for movement. All melee attacks he makes this turn deal +10 damage.
Reactions
Absorb Energy: After an effect affects Behemoth, but before the effect it has on him is determined, Behemoth may absorb the energy and put it to use fueling an attack: Behemoth suffers no consequences for the effect affecting him, and may make one attack (selected from his Multiattack options).
Redirect Energy: After an effect affects Behemoth, but before the effect it has on him is determined (and before taking Impossibly Durable/damage immunity/damage resistance/condition immunity into account), Behemoth may redirect the effect from himself to any creature or object within 30 ft (suffering no consequences for the effect originally affecting him). If the effect requires a successful attack roll or a failed save, these are made as if Behemoth was the source of the effect (+20 to hit, or DC 28 save), and otherwise work exactly as normal.
Sudden Immunity: Behemoth becomes immune to a damage type of his choice until the beginning of his next turn.
Legendary Actions
Behemoth has eight Legendary Actions per turn; if he is knocked out of his current layer, he resets to eight Legendary actions regardless of how many he has spent this turn.
Assault: Behemoth makes a single attack, chosen from his Multiattack options.
Charge: Behemoth moves his speed.
Reactionary: Behemoth regains his Reaction.
Walking Disaster (8 Legendary Actions): The radius of Behemoth's "Earthquake Stomp" and "Aura Of Immolation" are multiplied by 10 until the beginning of Behemoth's next turn.
Gargantuan Construct, Chaotic EvilArmor Class: 30 (Natural Armor)
Hit Points: 41 (2d20+20)
Speed: 120 ft, 100 ft Burrow
Attribute
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Score
30
24
30
24
24
30
Bonus
+10
+7
+10
+7
+7
+10
Save
+20
+17
+20
+17
+17
+20
Skills
Athletics +28
Acrobatics +17
Arcana +17
Animal Handling +17
Deception +20
Sleight Of Hand +17
History +17
Insight +17
Intimidation +30
Stealth +17
Investigation +17
Medicine +17
Performance +20
Nature +17
Perception +17
Persuasion +20
Religion +17
Survival +17
Damage Immunities: Poison, any one Energy type
Damage Resistances: All
Condition Immunities: Blinded, Charmed, Deafened, Frightened, Petrified, Poisoned, Unconscious
Senses: Blindsight 1200 ft, Tremorsense 1200 ft, Passive Perception 32
Languages: None
Challenge Rating: 250 (4555000) (not really, but close-ish enough?)Aura Of Immolation: Behemoth's Aura extends 20 ft from his body. Any creature or object that enters this aura on their turn, or starts their turn there, takes 20d6 (70) fire damage (DC 28 Dex save for half) and 20d6 (70) bludgeoning damage (DC 28 Con save for half). Objects carried by creatures are not affected unless that creature dies from the Aura.
Battleborn Monstrosity: Behemoth critically hits on a 19 or 20. Additionally, when he makes a weapon attack, Behemoth may choose to subtract 5 from his attack bonus (or save DC) to increase the damage dealt by 10.
Earth Bound: Behemoth cannot leave the Material Plane by any means.
Impossibly Durable: Whenever Behemoth takes damage, he subtracts three times his current layer number from the damage taken; this is applied before damage reduction.
Layered Monstrosity: Behemoth is made of 25 "layers", akin to a Russian nesting doll. Whenever a layer is killed (whether due to damage or an effect that induces death directly), that layer is reduced to 0 HP and Behemoth's next layer becomes his current layer (restoring him to full HP plus an additional 2 HD, full Legendary Actions, and full Legendary Saves, as well as increasing the number of Legendary Saves he gets and upgrading Impossibly Durable). Any damage dealt to a layer beyond what it took to reduce that layer to 0 HP is dealt to the new layer, ignoring Impossibly Durable and damage resistance (since both have been applied to the damage once already). If Behemoth transitions to a new layer, and is affected by an ongoing effect that a save or ability check could've prevented, he receives a new save/ability check against that effect even if it doesn't normally offer additional saves to end the effect. At the start of Behemoth's turn, his current layer and the layer immediately prior to his current layer regenerate to full HP, and he resets to the previous layer's capabilities.
Legendary Saves: Behemoth has a number of Legendary Saves equal to his current layer number; when a layer regenerates to full HP, it also regenerates to full Legendary Saves. Behemoth can use a Legendary Save to succeed on a save he just failed.
Pounce: Behemoth can jump any distance, up to his maximum move speed (as modified by actions, such as Dash) without any checks required.
Siege Monster: Behemoth does double damage to all structures.
Unstoppable Juggernaut: Behemoth has advantage on all saving throws an ability checks. Behemoth does not need to eat, sleep, or breathe, and is unaffected by nonmagical environmental effects.Actions
Radiation Field: The radius of Behemoth's "Aura Of Immolation" is multiplied by 10 until the beginning of his next turn.
Multiattack: Behemoth makes five attacks, from any mix of the following options:
Cleaving Claw: Melee Weapon Attack, DC 28 Dex save, 30 ft reach, every creature in a 10 ft radius sphere.
Failure: 10d6+10 (45) slashing damage, and Behemoth may attempt a Shove for free.
Success: Half damage, an no Shove attempt.
Dynakinetic Blast: Ranged Weapon Attack, +17 to hit, range 1200 ft, one target. Hit: 8d12+7 (59) damage of an energy type you choose, and target must make a DC 25 Con save or be Stunned for one round.
Dynakinetic Disjunction: Behemoth can end a single magic effect within 600 ft as if he cast "Dispel Magic" using a ninth level slot. This counts as a spell for all purposes.
Earthquake Stomp: As "Earthquake" spell, except the duration is "Instantaneous", the area changes to 600 ft radius, the point of emanation is Behemoth himself, it creates 5d6 fissures in range instead of 1d6, and it deals maximum damage to structures.
Energy Manipulation: Ranged Weapon Attack, DC 25 Dex save, range 1200 ft, every creature in a 20 ft radius sphere.
Failure: 8d6+7 (35) damage of an energy type you choose, and creature must make a DC 25 Con save or be Stunned for one round.
Success: Half damage.
Frightening Presence: Every creature that can see or hear Behemoth must make a DC 28 Wis save or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Behemoth is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature has advantage on saves against Behemoth's Frightful Presence for the next 24 hours.
Shockwave: Every creature in a 200 ft cone emanating from Behemoth. DC 28 Con save.
Failure: 10d4 (25) thunder damage, and you are pushed back 30 ft and knocked prone.
Success: Half damage, and you are not pushed or knocked prone.
Smashing Fist: Melee Weapon Attack, +20 to hit, 30 ft reach, one target. Hit: 10d12+10 (75) bludgeoning damage, and Behemoth may initiate a grapple for free.
Bonus Actions
Change Immunity: Behemoth may change his energy immunity to an energy type of his choice.
Lightning Bruiser: Behemoth's speed is doubled until the beginning of his next turn, and he provokes no OAs for movement. All melee attacks he makes this turn deal +10 damage.
Reactions
Absorb Energy: After an effect affects Behemoth, but before the effect it has on him is determined, Behemoth may absorb the energy and put it to use fueling an attack: Behemoth suffers no consequences for the effect affecting him, and may make one attack (selected from his Multiattack options).
Redirect Energy: After an effect affects Behemoth, but before the effect it has on him is determined (and before taking Impossibly Durable/damage immunity/damage resistance/condition immunity into account), Behemoth may redirect the effect from himself to any creature or object within 30 ft (suffering no consequences for the effect originally affecting him). If the effect requires a successful attack roll or a failed save, these are made as if Behemoth was the source of the effect (+20 to hit, or DC 28 save), and otherwise work exactly as normal.
Sudden Immunity: Behemoth becomes immune to a damage type of his choice until the beginning of his next turn.
Legendary Actions
Behemoth has eight Legendary Actions per turn; if he is knocked out of his current layer, he resets to eight Legendary actions regardless of how many he has spent this turn.
Assault: Behemoth makes a single attack, chosen from his Multiattack options.
Charge: Behemoth moves his speed.
Reactionary: Behemoth regains his Reaction.
Walking Disaster (8 Legendary Actions): The radius of Behemoth's "Earthquake Stomp" and "Aura Of Immolation" are multiplied by 10 until the beginning of Behemoth's next turn.