Legendary Resistance (3/day)
If the behemoth fails a Saving Throw, it can choose to succeed instead three times a day.
Leap Attack
If the behemoth attacks a creature within 10 ft. of it after landing from a jump but before moving, the target takes an additional 8d6 bludgeoning damage.
Quick Jumper
Opportunity attacks against the behemoth while it is airborn have Disadvantage. Additionally, the behmoth can take the Dash action as a Bonus Action. The movement of that dash can only be one jump.
Standing Leap
The behemoth's long jump is up to 60 ft. and its high jump is up to 40 ft., with or without a running start.
Tremors
When the behemoth lands after jumping at least 10 ft., it causes violent tremors in the ground around it. Each creature within 10 ft. of the behemoth must succeed on a DC 19 Dexterity Saving Throw, taking 6d4 bludgeoning damage on a failed save or half as much damage on a successful one.
Multiattack
The behemoth makes two attacks with its Claw.
Claw
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 6d8+4 slashing damage.
Bite
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12d10+4 piercing damage.
Ram
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 8d12+4 bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength Saving Throw or be pushed 40 ft. backwards.
Tail
The behemoth spins around striking forth with its tail. Each creature within 10 ft. of the behemoth must succeed on a DC 19 Dexterity Saving Throw, taking 8d10 bludgeoning damage on a failed save, or no damage on a successful one. If the behemoth uses this after jumping 10 ft. or more, it can add the Leap Attack Damage to this ability.
Crushing Leap When a creature the behemoth can see moves within 40 ft. of the behemoth, the behemoth can jump beside the creature and make a Claw attack against it.