Behir: Difference between revisions
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Revision as of 00:36, 16 February 2021
Behir (CR 14)
Neutral - Huge - Magical Beast |
---|
Lore: | Know (Arcana) | ||
29 | 44 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
33 | +23 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
- Walk 50 ft.
- Greater Climb 50 ft.
Defense
AC |
Man Def |
Monster Health | ||
396 | 198 | 27 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +16 |
Refl: | +12 |
Will: | +10 |
Strong Against:
- Immune (no effect): Lightning (energy, common)
Offense
- Maneuver Offense Notes: +2 on Grapples
Standard Attack (Melee):
- 1x Serrated Maw +21 (3d10+19/x2)
as crushing (physical, common)
Full Attack (Melee):
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
25 |
STR |
21 |
DEX |
19 |
CON |
9 |
INT |
14 |
WIS |
12 |
CHA |
Skills:
- Bluff: 23
- Diplomacy: 23
- Perception: 23
- Sense Motive: 23
- All other skills: 18 (no ranks)
Languages: Nagaji, Common
Feats:
- Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)
Special Abilities
Breath Weapon (Su) |
As a standard action, the Behir can fire a 60-foot line of lightning dealing 3d8+13 points of damage to any target struck (Reflex save, DC 24, 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: 1d20 + 26) versus the target's Maneuver Defense. If it succeeds, the Behir grapples the target and immediately deals 3d8+13 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 3d8+13 bludgeoning damage to the target.
|
Swallow Whole (Ex) |
After a successful bite attack made with any attack in a full attack action, the Behir can make a Maneuver Offense check (1d20 + 26) 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.
|
Behir
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.
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.
Rewards
XP: 38,400
Treasure: Sellable Goods worth 23,625 gp.
- Weight: 140 lbs. Volume: 5.6 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
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 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: 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 |
### | Or here. Move along. |
Table 3: 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) |