Behir: Difference between revisions
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Revision as of 20:35, 31 July 2018
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:
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): Electricity
Offense
- Maneuver Offense Notes: +2 on Grapples
Standard Attack (Melee):
- 1x Serrated Maw +21 (3d10+19/x2)
as undefined damage type
Full Attack (Melee):
- 1x Serrated Maw +21 (3d10+19/x2)
as undefined damage type
plus Swallow Whole - 2x Flashing Claw +21 (3d6+7/x2)
as undefined damage type
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.)
- Grapple, Improved (EFFECT: Grapple, Improved (Feat))
Special Abilities
Breath Weapon (Su) |
As a standard action, the Behir can fire a 80-foot line of lightning dealing points of damage to any target struck (Reflex save, DC , for half). To determine which creatures are struck by a line attack, choose the origin square (any square adjacent to the behir) and any target square within range, and draw a straight line between the center of the two squares. The target square may be closer than the line's maximum range but it may not be further. Note that the line's range is not shortened by choosing a square closer than the maximum range; the effect simply passes through that square to its maximum range. Any square that the line crosses, even partially, is considered to be within the line's area of effect. If there is some doubt that the line has actually passed through a square, rather than just nicking its edge or corner, the GM should generally rule conservatively, (i.e. the line doesn't cross that square), since lines are intended to be somewhat limited in area of effect. |
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 + ) versus the target's Maneuver Defense. If it succeeds, the Behir grapples the target and immediately deals bludgeoning 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 bludgeoning damage to the target.
|
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 + ) to attempt to swallow the enemy whole. The opponent can be up to one size category smaller than the Behir, 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) |