Behemoth
Behemoth — The Encounter
Chief of the works of creation, the primal land-leviathan · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Behemoth
When the world was young the Maker set down two beasts of unmatched might: one to rule the deep waters, and Behemoth to rule the dry land. Scripture names it the chief of the works of creation, whose strength is in its loins and whose force is in the muscles of its belly; it moves its tail like a cedar, and its bones are as bars of iron. No river in flood can frighten it, no hunter's spear can pierce its hide, and it eats grass as an ox even as it crushes empires beneath its tread. The grimoires that copied the old verses added their own dread: that Behemoth feels neither fear nor pain, that it cannot be turned from its course, and that in the last days it will wrestle the leviathan of the sea. Where it walks the ground remembers the weight, and the brave who stand against it learn the difference between courage and arithmetic.
Run Behemoth in Sixty Seconds
- Identity: Behemoth is a Huge primal monstrosity — the scriptural beast of the dry land. It has no ranged game; it is a charging, trampling wall of muscle that fears nothing.
- Open with: a Trampling Charge straight into the front rank — hit, knock prone, then free Bite as a bonus action on the downed PC.
- Kill-priority: go for control casters and mobility specialists. Unmoved Bulk means it ignores grapple, prone, and forced movement — so the party can't kite or lock it.
- When bloodied: recharge or unleash Earthshaking Bellow on the tightest cluster for thunder + deafen, then keep trampling the prone.
- Three ways to run it: (1) terrain anchor in a chokepoint that walls the party in; (2) bruiser add-on beside a flagship boss; (3) lone hunter in open ground where its 60-ft. fly speed lets it run down stragglers.
Behemoth
Huge monstrosity, neutral evil
CR 6 · 2,300 XP · GUIDELINEUnmoved Bulk. The behemoth cannot be knocked prone, and it has advantage on saving throws against being moved, grappled, or restrained. Its bones are described in scripture as bars of iron.
Trampling Charge. If the behemoth moves at least 20 ft. straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If prone, the behemoth can make one Bite attack against it as a bonus action.
Actions
Multiattack. The behemoth makes one Bite attack and two Claw attacks. It can replace one Claw with a Tail attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) slashing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 14 (2d8+5) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be pushed 10 ft. away.
Bonus Actions & Reactions
Earthshaking Bellow (Recharge 5–6). As a bonus action, the behemoth looses a primordial roar. Each creature within 20 ft. must succeed on a DC 15 Constitution saving throw or take 9 (2d8) thunder damage and be deafened until the end of its next turn.
A Huge winged monstrosity sheathed in overlapping plates of green-grey scale, crowned with a crest of curling horns, dragging a barbed whip-tail that ends in a serrated fan. It hunches forward on tree-trunk forelimbs, wings half-mantled, head low and hunting.
Behemoth, Bound
Companion · acts on your initiative
Bound · GUIDELINEBulwark (signature). While you are within 5 ft. of the Behemoth, you cannot be knocked prone and you have half cover against ranged attacks, sheltered behind its bulk.
Actions
Goring Charge. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage; if the Behemoth moved at least 15 ft. toward the target this turn, the target is also knocked prone.
Reactions
Immovable. When you or the Behemoth would be pushed, pulled, or knocked prone, the get plants itself and the effect is negated for both of you.
A half-grown calf of the great beast, still mountain-sized, bound to a keeper by the old shepherd-words. It stands its ground so its handler need never run.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open by charging the squishiest backliner to trample and pin them, then Bite the prone target with the bonus action. Save Earthshaking Bellow for when two or more PCs cluster to break a healer's line. At low levels this is a terrifying single big threat — give the party a chokepoint or high ground to even the odds.
Open with a Trampling Charge into the front line to scatter them prone, then full Multiattack on whoever's down. Kill-priority is the party's mobility or control caster, since Unmoved Bulk means they can't reposition or lock it down. Pair it with a flagship boss or a pack of skirmishers — it is a bruiser anchor, not a lone fight; let it body-block while smaller threats flank.
Lead with the Bellow to deafen and soften a cluster, then Trampling Charge the tank and Multiattack the prone. With its lair or a swarm of lesser beasts it becomes an unstoppable wall — never run it solo at this tier, a full party out-acts it. Pair it with a bigger threat (a casting tyrant or a true dragon) and let Behemoth be the immovable hammer that holds the line while the boss does the killing.
Put Behemoth on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Behemoth?
Its home tier is CR 6 (Tier 2, levels 5–10): AC 16, 138 HP, +7 to hit, save DC 15. The record also gives a Tier 1 (~CR 2) and Tier 3 (~CR 11) version with identical traits and rescaled numbers, so you can drop it into any party.
Can Behemoth be a companion or ally?
Yes — use the Behemoth-Get, Bound: a mountain-sized calf (AC 15, 82 HP) that grants nearby allies protection from being knocked prone and half cover, charges to gore and trample, and plants itself to negate forced movement for itself and its keeper. It is a bodyguard wall, not a striker.
Is Behemoth immune to being moved or knocked down?
Effectively, yes. Unmoved Bulk gives it advantage on saves against grapple, restrain, and forced movement, and it can't be knocked prone — and it's immune to the frightened condition. Plan to out-damage it or control the battlefield around it rather than locking it down.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
The Legend
In Your Campaign
Encounter Design: Behemoth works as a mid-to-high tier encounter that rewards tactical thinking. Place it in terrain that plays to its strengths — restricted sightlines, difficult ground, or vertical elements that force the party to adapt.
Campaign Hooks: A bounty that experienced adventurers refuse. Territorial expansion forcing Behemoth into populated areas. A wizard who thinks they can control it. They can't.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
Frequently Asked Questions
What scale is the Behemoth miniature available in?
Behemoth is available in 32mm (tabletop standard) and 75mm (display/collector scale). Both scale files are included with presupported and unsupported STL options.
Is the Behemoth STL file presupported?
Yes. Every Clay Cyanide miniature includes presupported STL files optimized for resin printing at 0.05mm layer height, plus unsupported files for custom support placement.
Can I use Behemoth in my D&D or tabletop RPG campaign?
Absolutely. Behemoth is designed for tabletop gaming at 32mm scale, fitting standard grid-based combat systems. The dynamic pose and detailed sculpt create memorable encounters and character moments.
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