Behir

Behir

Creature 8

Perception +17; darkvision

Languages Draconic

Skills Acrobatics +16, Athletics +19, Intimidation +18, Stealth +18, Survival +15

Str +7, Dex +4, Con +5, Int −2, Wis +3, Cha +4

AC 27; Fort +19, Ref +16, Will +15

HP 140; Immunities electricity

Speed 30 feet, climb 15 feet

Melee jaws +18 (reach 15 feet), Damage 2d12+10 piercing plus Grab

Melee claw +18 (agile), Damage 2d6+10 slashing

Breath Weapon (electricity, evocation, primal) The behir breathes lightning that deals 9d6 electricity damage in an 60-foot line (DC 27 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds.

Claw Storm The behir 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 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.

Constrict 2d6+7 bludgeoning, DC 27

Swallow Whole (attack) Large, 2d12+7 bludgeoning, Rupture 21

Wrap in Coils Requirements The behir has a creature either restrained or grabbed in its jaws; Effect 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.