Difference between revisions of "Behir"

From Epic Path
Jump to: navigation, search
m (Text replacement - " <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> <!--Available Variables: {{#var:Special91ToHit}} To-Hit {{#var:Special...)
Line 716: Line 716:
<!--  SPECIAL ABILITY 6   -->
<!--  SPECIAL ABILITY 5   -->
| Ability-5-Name =  
| Ability-5-Name =  
Line 754: Line 754:
<!--  SPECIAL ABILITY 7   -->
<!--  SPECIAL ABILITY 6   -->
| Ability-6-Name =  
| Ability-6-Name =  

Revision as of 20:09, 12 July 2019


Behir (CR 14)

Neutral - Huge - Magical Beast
These arrogant and often suddenly violent reptiles resemble monstrous 40-foot long blue serpents, but can unfold six pairs of legs with jagged claws when necessary. They often slither about as a snake would, but the legs enable them to climb sheer surfaces or grab foes in combat. Behirs are highly territorial and often claim large swaths of land as their own, even when they can't necessarily hold it against all nearby foes. That doesn't stop them from aggressively punishing anyone who dares to enter.
Behirs are also notorious for their ability to fire blasts of lightning from their mouths, causing many to speculate that they might be related to blue dragons. However, behirs are flightless, and frankly, not as bright as dragons, though they are smarter than one might expect, usually at the worst possible times.
Behirs maintain tight-knit families, similar to a pride of lions, and usually travel together as a pack, maintaining numerous lairs within their territory, and migrating among them in no discernible pattern.


Lore Check: Know (Arcana) (Basic: DC 29; Full: DC 44)
Init: +28
Ambush Chance: 10+ on d20 (req's 1 minute prep)
Senses: Standard Senses, Low-Light Vision 120 ft.
Passive Perception: 35 (Spot: +25, req's move action)


AC: 37
Maneuver Defense (MD): 39
Hit Points: 329     (Bloodied Value: 164)    Hit Dice: 27
Fort: +17    Refl: +14    Will: +12
Special Defenses:
Strong Against:
  • Immune (no effect): Lightning (energy, common)
Weak Against:


Movement Types: Walk 50 ft., Greater Climb 50 ft.
Space / Reach: 15 ft. / 10 ft.
Standard Attack:
  • 1x Serrated Maw +23 (3d10+19/x2) as crushing (physical, common)
Full Attack:
  • 1x Serrated Maw +23 (3d10+19/x2) as crushing (physical, common); plus: Swallow Whole
  • 2x Flashing Claw +23 (3d6+7/x2) as slashing (physical, common)
Standard Ranged:
Maneuver Offense: +23 (+2 on Grapples)
Siege Damage: Not siege capable
Special Attacks: Breath Weapon, Constrict, Swallow Whole
Action Points: 0


Str: 25    Dex: 21    Con: 19    Int: 9    Wis: 14    Cha: 12
  • Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)
  • Grapple, Improved (EFFECT: +2 bonus on grapple attempts, no attack of opportunity)
Languages: Nagaji, Common

Special Abilities

Breath Weapon (Su)

As a standard action, the Behir can fire a 60-foot line of lightning dealing 1d8 points of damage to any target struck (Reflex save, DC 13, for half). To determine which creatures are struck by a line attack, choose the origin square (any square adjacent to the behir) and trace a path of squares until a total of 12 squares (60 feet) have been selected. The path can turn, go diagonally, and even come back toward the Behir. However, the path can never pass through the same square more than once, nor can the path skip any squares — it must be contiguous. Any creature whose space is included in the path (or any portion of their space, if they are size large or larger) is affected by the attack and must make a saving throw.

Constrict (Ex)

As a standard attack action, the Behir may attempt to grab and Constrict an enemy within reach. To do so, it makes a Maneuver Offense check (at +2 because of the Improved Grapple feat: 1d20 + 6) versus the target's Maneuver Defense. If it succeeds, the Behir grapples the target and immediately deals 1d8 bludgeoning (physical, common) damage to the target. The Behir makes additional Maneuver Offense checks to maintain the grapple as a free action each round, and each round it succeeds, it continues to deal 1d8 bludgeoning damage to the target.
A Behir can have only a single creature, sized-large or smaller, grappled at a time. While in a grapple that the Behir initiated with the Constrict ability, the Behir does not suffer from any of the penalties normally associated with being in a grapple, can make standard and even full attack actions, attacks of opportunity (using its bite attack) against nearby enemies who provoke it, and it retains its full move speed.
If the Behir fails its grapple check, the target creature is not grappled and takes no damage.

Swallow Whole (Ex)

After a successful bite attack made as part of a full attack action, the Behir can make a Maneuver Offense check (1d20 + 4) to attempt to swallow the enemy whole. The opponent can be up to one size category smaller than the Behir (sized-large or smaller), and if the grapple check beats the target's Maneuver Defense, the target is swallowed.
Being swallowed causes a creature to take 1d8 acid (energy, common) damage each round after the first round. A swallowed creature gains the grappled condition, while the Behir remains un-grappled. A swallowed creature can try to cut its way free with any light or close melee weapon. It requires 5 points of damage to successfully cut free of the Behir's belly, and this damage is NOT applied against the Behir's hit points, instead coming from a separate pool. The Armor Class of the interior of the Behir is equal to the Behir's Touch AC. If a swallowed creature cuts its way out, the Behir cannot use swallow whole again until the damage is healed.
A creature which cuts its way free of the Behir is deposited Prone on an interior square of the Behir's space, allowing it to set up Interior Flanks for his allies. Assuming the escaped creature is size Medium or smaller, they are not considered squeezing while occupying this interior space (and neither is the Behir).
A Behir can only have a single creature sized-large or smaller swallowed whole at a time. However, while doing so, it suffers none of the penalties normally associated with being in a grapple, can make standard and even full attack actions, attacks of opportunity (using its bite attack) against nearby enemies who provoke it, and it retains its full move speed.

Combat Tactics

A single Behir can usefully engage up to three opponents at once, but it takes some time to set that up. To that end, a Behir will look to initiate a full attack action as soon as it can manage one, triggering Swallow Whole if its bite attack hits.
On any round in which it cannot get a full attack action, it will instead move to an enemy and initiate a Constrict attack.
If it can't reach anything after a move action, it will instead line up the most efficient line of enemies for it's lightning breath weapon.
Note that a behir can maintain a constrict-grapple and a swallow-whole grapple every round as free actions, once they are initiated, and still perform all its other actions that round unimpeded. Taking into account that a standard encounter with Behirs will mean there's one Behir per player character, they are quite fearsome opponents indeed.

Out of Combat

One oddity of Behirs is that they're actually pretty smart. They can speak both Common and Nagaji, and have even been known to negotiate peacefully with travelers, though it's rare enough that most people think behirs are stupid beasts who attack anything that will fit in their mouths.


XP: 38,400
Treasure: Sellable Goods worth 23,625 gp.
Weight: 150 lbs.     Volume: 6 cu ft
Optional Treasure Rules: Roll on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20:
Result Remnant Found (If Any)
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
Table 2: Roll a d20:
Result Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
Table 3: Roll a d20:
Result Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)