Monster Dossier

Behir

Behir is a fantasy monster entry from source B2.

Level 8

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.