The Hull-Breaker Behemoth - AI-generated fantasy Monster

The Hull-Breaker Behemoth

Originally a specimen in an arcane filtration experiment, the Behemoth outlived its creators. It learned to manipulate the Sanctum's water valves, turning the facility's defense systems into its personal hunting tools.

GargantuanMonstrosity(Mutant)CR DeadlyNeutral

The Hull-Breaker Behemoth

AquaticSiegeBio-Luminescent
HP232AC19SPD30 ft. walk, 60 ft. swimCR14PerceptionAthletics
STR
24
save
DEX
11
CON
22
save
INT
6
WIS
14
save
CHA
10
Gilded Carapace. Whenever a creature hits the Behemoth with a melee attack, it must succeed on a Wisdom saving throw or become dazzled by the light reflecting off the coins until the end of its next turn. While dazzled, it has disadvantage on attack rolls.
Amphibious. The Behemoth can breathe air and water.
Siege Monster. The Behemoth deals double damage to objects and structures.
Multiattack. The Behemoth makes two Claw attacks. It can replace one Claw attack with a use of Tidal Wave if available.
Claw. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 25 () bludgeoning damage, and the target is grappled (escape ). The Behemoth has two claws, each of which can grapple one target.
Crushing Pincer. The Behemoth deals 35 () bludgeoning damage to a creature it is grappling. The target must succeed on a Constitution saving throw or be stunned until the end of the Behemoth's next turn.
Tidal Wave (Recharge 5-6). The Behemoth slams its tail into the water, creating a 60-foot cone of high-pressure liquid. Each creature in that area must make a Strength saving throw. On a failure, a creature takes 36 () bludgeoning damage and is pushed 40 feet away. If they hit a solid object (like the grinding vats), they take an additional 10 () damage. On a success, the damage is halved and the creature isn't pushed.
Reactive Shell. When a creature within 15 feet hits the Behemoth with an attack, the Behemoth can snap its pincer at them, making one Claw attack.
Detect. The Behemoth makes a Wisdom (Perception) check.
Shift Position. The Behemoth moves up to half its speed without provoking opportunity attacks.
Blinding Bioluminescence (Costs 2 Actions). The Behemoth's eyes flare. Each creature within 30 feet that can see the Behemoth must succeed on a Constitution saving throw or be blinded until the end of its next turn.
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