Monster Dossier
Behir
Behir is a fantasy monster entry from source B2.
Traits
nhugebeastelectricity
Rules & statistics
Monster Profile
Perception
17
Senses
- Name
- darkvision
Languages
- Languages
- draconic
Skills
- Acrobatics
- 16
- Athletics
- 19
- Intimidation
- 18
- Stealth
- 18
- Survival
- 15
Ability Mods
- Str
- 7
- Dex
- 4
- Con
- 5
- Int
- -2
- Wis
- 3
- Cha
- 4
Defenses
- Ac
- 27
- Saving Throws
- Fort
- 19
- Ref
- 16
- Will
- 15
- Hp
- Hp
- 140
Speed
- Walk
- 30
- Climb
- 15
Attacks
- Range
- Melee
- Name
- jaws
- Attack
- 18
- Traits
- reach
- Effects
- Grab
- Damage
- 2d12+10 piercing plus Grab
- Types
- piercing
- Range
- Melee
- Name
- claw
- Attack
- 18
- Traits
- agile
- Damage
- 2d6+10 slashing
- Types
- slashing
Abilities
- Activity
- Number
- 2
- Unit
- action
- Traits
- electricity
- evocation
- primal
- Entries
- The behir breathes lightning that deals 9d6 electricity damage in an 60-foot line (27 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
- Name
- Breath Weapon
- Activity
- Number
- 3
- Unit
- action
- Entries
- The behir Stride||Strides up to its Speed, during which it can walk on air as if it were solid ground, ascending or descending at up to a 45-degree angle. It can make up to four claw Strike||Strikes at any point during this movement, each against a different target within reach, and it deals an extra 1d6 electricity damage with each Strike. These attacks count toward the behir's multiple attack penalty, but the multiple attack penalty doesn't increase until after the behir makes all of its attacks.
- If the behir moves half its Speed or less during a Claw Storm, that movement doesn't trigger reactions. The behir can't use Claw Storm if it has a creature wrapped in its coils.
- At the end of Claw Storm, it drifts downward up to 60 feet to the ground, landing softly and taking no damage from the fall. If it descends further than 60 feet, it takes damage normally from the remaining fall.
- Name
- Claw Storm
- Activity
- Number
- 1
- Unit
- action
- Entries
- 2d6+7 bludgeoning, 27
- Name
- Constrict
- Activity
- Number
- 1
- Unit
- action
- Traits
- attack
- Entries
- Large, 2d12+7 bludgeoning, Rupture 21.
- Name
- Swallow Whole
- Activity
- Number
- 1
- Unit
- action
- Requirements
- The behir has a creature either restrained or grabbed in its jaws
- Entries
- The behir moves the creature into its coils, freeing its jaws. The creature remains grabbed and takes 1d6+6 slashing damage. The behir's coils can hold as many creatures as will fit in its space.
- Name
- Wrap in Coils
Background
Lore
No lore provided.