Behir (Spheres)

Behir (spheres) CR 9

XP 6,400
N Huge magical beast
Init +1; Senses darkvision 60 ft., low-light vision, tremorsense 30 ft.; Perception +16


AC 22, touch 9, flat-footed 21 (+1 Dex, +13 natural, -2 size)
hp 121 (11d10+66)
Fort +12, Ref +8, Will +5
Defensive Abilities sparking barrier; Immune electricity


Speed 50 ft., climb 20 ft.
Melee bite +16 (2d6+7 plus 1d6 bleed), tail slap +16 (2d6+7 plus push)
Ranged tesla scales +11 touch (Fort DC 20 or staggered; disrupts flying)
Space 15 ft.; Reach 10 ft.
Special Attacks breath weapon (60-ft. line, 8d6 electricity damage, Ref DC 20 for half, usable every 1d4 rounds)


Martial Tradition None; PAM Wis

Brute Sphere – Talents Focused Might, Hammer, Hostile Movement, Shift Weight


Str 25, Dex 13, Con 21, Int 10, Wis 15, Cha 11
Base Atk +11; CMB +20 (+24 to bull rush); CMD +31 (cannot be tripped)
Feats: Muscular Reflexes, Power Attack, Toughness; Special Feat-to-Talent trade for Proficient combat sphere progression
Skills Climb +19, Perception +16, Stealth +11; Racial Modifiers +4 Climb, +4 Stealth
Languages Draconic
SQ powerful tail

Special Abilities

Powerful Tail (Ex)

A behir can wield its powerful, serpentine body as a deadly weapon with ease. The behir treats its tail slap natural attack as a primary natural attack.

Sparking Barrier (Ex)

The natural electricity in a behir’s body briefly turns its scales rigid in response to physical trauma. Whenever the behir would take bludgeoning, piercing, or slashing damage (“physical damage”), convert an amount of that physical damage into an electricity damage equal to the number of sparking barriers the behir currently possesses (which is then reduced by the behir’s electricity immunity).

Then, if the behir still takes physical damage from the incoming attack, the behir gains 3 sparking barriers. At the start of the behir’s turn, the behir loses all sparking barriers (resetting the ability to 0). Sparking barrier’s reduces incoming damage last, after any other damage reduction.

Tesla Scales (Ex)

The behir’s coat of scales is patterned with small, needle-like scales between its larger, plate-like scales which the behir can bristle to briefly channel electricity outward. As a standard action, the behir makes a ranged touch attack with a range of 60 feet. On a successful hit, the target must succeed at a Fortitude save or be staggered for 1 round. A flying target that fails its Fortitude save immediately falls 100 feet, but can remain airborne if it does not reach the ground. If the target falls to the ground, it suffers falling damage as normal and is knocked prone. The save DC is Constitution-based.


Environment warm deserts, hills, and underground
Organization solitary or pair
Treasure double (as a dragon’s hoard, favoring crystalline treasures)

This hulking, slithering reptile is adorned in brilliant scales, its head crowned by two prominent horns. Small flickers of lightning seem to spark between its scales.

Avaricious, cunning, and temperamental, the behir is a territorial creature which features prominent snake and dragon-like features. While its primary form of movement is slithering, the behir does possess a number of small, clawed feet which it uses to climb rockier terrain. Many behir are highly territorial and take home in sandy hills and desert cliff s near mineral rich mines, as they prize natural crystals and other gemstones as a dragon would prize metals and gold. While rumors may abound that behir are “lesser blue dragons”, their similarities end at scales and color, and mistaking a behir for a dragon almost certainly angers them.

An average behir is 40 feet long and weighs 4,000 pounds, although elder behir can continue to grow in size. Their scales are a coat-like weave of heavy plates and small needle-like scales. Behir have a strong, natural affinity to electricity and are able to conduct it with their body, or create powerful blasts of lightning as a breath weapon.

While the behir is territorial, it is not stupid nor inherently cruel, but rather its draconic tendencies lend towards being self-centered and greedy. A behir, more than most creatures, is open to negotiations, bartering, and trade, provided that someone brave or foolish enough will enter the behir’s territory without being perceived as a threat first.

Section 15: Copyright Notice

Spheres Bestiary: Magical Beasts and Climactic Encounters, © 2021, Drop Dead Studios; Author: Steven Alpert.

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