Leap Attack. If behemoth attacks a creature within 5 feet of it after landing form a jump but before moving, the target takes an extra 17 (5d6) 5d6 bludgeoning damage. Standing Leap. The behemoth's long jump is up to 40 feet and its high jump is up to 25 feet, with or without a running start. Tremors. When the behemoth lands after jumping at least 10 feet it causes violent tremors in the ground around it. Each creature within 5 feet of the behemoth must succeed on a DC 16 Dexterity saving throw, taking 5 (2d4) 2d4 bludgeoning damage on a failed save, or half as much on a successful one.
Multiattack. The behemoth makes two attacks with its claws, or one attack with its bite, or one attack with ram. Claw. Melee Weapon Attack: +8 to hit 1d20+8 , reach 5 ft., one target. Hit: 21 (4d8+3) 4d8+3 slashing damage. Bite. Melee Weapon Attack: +8 to hit 1d20+8 , reach 5 ft., one target. Hit: 58 (10d10+3) 10d10+3 piercing damage. Ram. Melee Weapon Attack: +8 to hit 1d20+8 , reach 5 ft., one target. Hit: 34 (5d12+3) 5d12+3 bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength or be pushed 20 feet backwards.