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    Behir

    This slithering, multilegged blue reptile has a fearsome head crowned with two large, curling horns.

    Behir CR 8

    XP 4,800
    N Huge
    magical beast
    Init
    +1; Senses darkvision 60 ft., low-light vision; Perception +8

     DEFENSE

    AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
    hp
    105 (10d10+50)
    Fort
    +12, Ref +8, Will +5
    Immune
    electricity

     OFFENSE

    Speed 40 ft., climb 20 ft.
    Melee
    bite +15 (2d6+9 plus grab)
    Space
    15 ft.; Reach 10 ft.
    Special Attacks
    breath weapon (20-foot line, 7d6 electricity damage, Reflex DC 20 for half, usable every 1d4 rounds), constrict (2d6+9), rake (6 claws +14, 1d4+6), swallow whole (2d8+9 bludgeoning damage, AC 16, 10 hp)

     STATISTICS

    Str 23, Dex 12, Con 21, Int 7, Wis 14, Cha 12
    Base
    Atk +10; CMB +18 (+22 grapple); CMD 29 (can't be tripped)
    Feats
    Alertness, Cleave, Great Cleave, Power Attack, Weapon Focus (bite)
    Skills
    Climb +14, Perception +8, Stealth +5
    Languages
    Common

     SPECIAL ABILITIES

    Grab (Ex)

    A behir's grab attack works against creatures of any size category. It can constrict the same round it establishes a hold. On any round thereafter that it maintains its hold, the behir can choose to rake the grappled target or swallow it whole.

    Lore

    Characters with ranks in Knowledge (arcana) can learn more about behirs. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

    Knowledge (Arcana)

    DC Result


    18 This huge monster is a behir, a serpentine creature that can slither like a snake or expand its dozen legs to run upon. This result reveals all magical beast traits.

    23 These creatures have a nasty breath weapon in the form of a bolt of electricity. Much like a snake, they are also capable of oppening their gullets to swallow creatures whole. Though somewhat draconic in appearance, behirs are unrelated to those creatures, and typically speak just the common tongue.

    28 Close combat with behirs is inadvisable. As well as a nasty bite, these creatures are natural grapplers, can constrict opponents in the coils of their bodies and can inflict multiple rake attacks on grappled foes with their six pairs of legs.

    33 Though fearsome to behold, behirs are not necesarily aggressive. They have a similar outlook on life as many animals, are only guaranteed to attack if they feel threatened or are exceptionally hungry. They are also intelligent enough to be able to determine if the foe they face is likely to be stronger than they are. One of the few things they feel passionate about is dragonkind, with whom they refuse to coexist with peacefully. If a dragon moves in on a behir's territory, the behir will either drive it away if it can, or if not then move off to find a new home.

    Monster Lore from WOTC Community Forums - Monsters and Races - Monster Lore Compendium. Copyright 2007-2008, Author: Evandar_TAybara