{"name":"Greater Psion Behemoth","challenge_rating":"14","types":"Aberration","xp":"","size":"Huge","sizer":"NONE","armor_class":"19","hit_points":"230","speed":"30 ft","ini_mod":"","strength":"22","strength_p":"1","dexterity":"10","dexterity_p":"1","constitution":"20","intelligence":"12","wisdom":"14","charisma":"18","strength_mod":"","dexterity_mod":"","constitution_mod":"","intelligence_mod":"","wisdom_mod":"","charisma_mod":"","skills":"Athletics +11, Acrobatics +5, Perception +3","vulnerabilities":"","resistances":"Psychic, Acid, Cold, Fire, Lightning, Thunder, 3 Legendary Resistances","immunities":"Poison; Charmed, Exhaustion, Frightened, Poisoned","senses":"Darkvision 120 ft, True Sight 60 ft","gear":"","treasure":"[roll:12d12+250] gp","languages":"Common","pb":"+5","description":"A huge mutated creature with thick leathery skin covered in boils glowing with a soft purple light. It has a large mouth filled with rows of razor sharp teeth and long claws that glow.","traits":"[b][i]Magic Weapons.[\/i][\/b] The Behemoth's weapon attacks are magical.\r\n\r\n[b][i]Regeneration.[\/i][\/b] The Behemoth regains 20 hit points at the start of its turn if it has at least 1 hit point. When it takes Piercing damage it regenerates half.","actions":"[b][i]Multiattack.[\/i][\/b] The Behemoth makes three attacks: one with its bite and two with its claws.\r\n[br]\r\nBite. Melee Weapon Attack: [roll:1d20+11] to hit, reach 5 ft., one target. [roll:2d8+7] piercing damage plus [roll:4d6] psychic damage.\r\n[br]\r\nClaws. Melee Weapon Attack: [roll:1d20+11] to hit, reach 5 ft., one target. [roll:2d10+7] slashing damage plus [roll:3d6] psychic damage.\r\n[br]\r\n[br]\r\n[b][i]Psionics.[\/i][\/b] It uses its psychic abilities as spell like effects. It has a Spell save DC of 16.\r\n[br]\r\n[br][b][i]Antagonize.[\/i][\/b] It fills a target with rage and causes it to lash out to a target nearby. The creature makes a Wisdom Save DC18, on failure it takes [roll:7d6] psychic damage and must make a melee attack against a creature in range, on success they take half damage and resist making an attack.\r\n[br]\r\n[br][b][i]Dominate Monster. (Psionic)[\/i][\/b] You invade a creatures mind putting its consciousness in a nightmare of something they fear the most. The creature makes a Wisdom Saving Throw DC18 (they have Advantage if they're in Initiative), on failure the creature is Dominated by the Behemoth and can send telepathic commands to it as a free action. It can use its Reaction to force the creature to act outside of its turn to use a Reaction. If the creature is damaged they reroll the Wisdom Saving Throw.\r\n[br]\r\n[br][b][i]Mind Assault.[\/i][\/b] The targeted creature's mind is filled with whispers and voices causing a major headache. The creature makes a Wisdom Save DC18, on failure it takes [roll:6d6] psychic damage and has Disadvantage on its next attack. On success, it takes half damage.\r\n[br]\r\n[br][b][i]Mental Breakdown. Recharges on a 5 or a 6.[\/i][\/b] All creatures within a 20 ft radius of the Behemoth must make a Wisdom Saving Throw DC16, on failure they take [roll:6d6] psychic damage and they're Paralyzed until the end of their next turn. On success they take half damage and only lose 10 feet of movement.","bactions":"","reactions":"","legactions":"[b][i]It has two Legendary Actions per round.[\/i][\/b]\r\n[br]\r\n[br][b][i]Antagonize.[\/i][\/b] It fills a target with rage and causes it to lash out to a target nearby. The creature makes a Wisdom Save DC16, on failure it takes [roll:7d6] psychic damage and must make a melee attack against a creature in range, on success they take half damage and resist making an attack.","imageid":"7043860","source":"Homebrew","vintage":"0","tags":"","isShared":"on","templateId":"17210","blockId":"1595431","world":"d027f1bd-d8f3-44b3-973d-b4acd6b5464e","folder":"42770"}