Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
-
Resistances & Immunities
Traits
Flesh Wound
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.
Fleshbag
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.
Turning Defiance
The grave behemoth and any zombies within 30 feet of it have advantage on saving throws against effects that turn undead.
Zombie Keeper
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.
Actions
Gorge
+10 to hit, reach 5 ft (1.5 m). Hit: 3d12+6 plus 4d6 necrotic damage.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 6) piercing damage plus 14 (4d6) necrotic damage.
Hurl Flesh
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.
Multiattack
The grave behemoth makes two slam attacks.
Slam
+10 to hit, reach 10 ft (3 m). Hit: 3d8+6 bludgeoning damage.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
About Grave Behemoth
Grave Behemoth is a huge undead with a Challenge Rating of 10. It has a neutral evil alignment.
In combat, this creature maintains an Armor Class of 9 and possesses 210 hit points (derived from 20d12+80).
Grave Behemoth has communication capabilities including -. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Grave Behemoth
2 tips available
GM Tips: Using Grave Behemoth
When using Grave Behemoth in your D&D 5e campaign, consider these tactical approaches:
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Boss Encounter: Suitable for climactic moments
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Multi-phase Battle: Plan dramatic tension with multiple phases
Player Guide: Facing Grave Behemoth
2 strategies available
Player Guide: Facing Grave Behemoth
When your party encounters this creature, keep these strategies in mind:
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Major Threat: Prepare for epic battle
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Resource Management: Conserve powerful abilities
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 10.
Solo Encounter:
A single character of level 13 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 11,000 XP
- Hard: 16,500 XP
- Deadly: 22,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Grave Behemoth?
- Grave Behemoth has a Challenge Rating of 10, making it appropriate for parties of level 10.0.
- What type of creature is Grave Behemoth?
- Grave Behemoth is a Huge Undead, which affects how certain spells and abilities interact with it.
- What languages does Grave Behemoth speak?
- Grave Behemoth can communicate in -.
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Related D&D 5e Content
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