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Breadcrumb

Behir Magus

Challenge
str
20
dex
14
con
18
int
10
wis
16
cha
12

AC 16 (natural armor)

HP 168 (16d12 + 64; bloodied 84)

Speed 60 ft., climb 40 ft., swim 40 ft.


Proficiency +4; Maneuver DC 17

Saving Throws Dex +6, Int +4, Wis +7

Skills Athletics +9, Perception +7, Stealth +6

Damage Immunities lightning

Senses darkvision 90 ft., passive Perception 17

Languages Common, Draconic


Spider Climb. The behir can use its climb speed even on difficult surfaces and upside down on ceilings. 

Serpentine. The behir can move through a space as narrow as 5 feet wide, vertical or horizontal, at full speed, without squeezing.


ACTIONS

Multiattack. The behir makes a bite attack and then a constrict attack.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) piercing damage. If the target is a Medium or smaller creature grappled by the behir, and the behir has not swallowed anyone else, the target is swallowed. A swallowed creature is blinded and restrained , it has total cover from attacks from outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir’s turns.

If a swallowed creature deals 30 or more damage to the behir in a single turn, or if the behir dies, the behir vomits up the creature.

Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. The target is grappled (escape DC 17) and restrained while grappled. The behir can grapple two creatures at once.

Lightning Breath (Recharge 56). The behir breathes a line of lightning 5 feet wide and 20 feet long. Creatures in the area make a DC 16 Dexterity saving throw , taking 56 (16d6) lightning damage on a failed save or half damage on a success.


REACTIONS

Vengeful Breath (1/Day, While Bloodied). When struck by a melee attack, the behir immediately recharges and uses Lightning Breath, including the attacker in the area of effect.

Blindness (1/Day). When struck by a ranged or area attack by a creature within 60 feet that it can see, the behir forces the attacker to make a DC 13 Constitution saving throw . On a failure, the creature is magically blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns.

Invisibility (1/Day). When damaged by an attack, the behir magically becomes invisible for 1 minute or until it makes an attack.

Drain Charge (1/Day). When subjected to lightning damage, the behir takes no damage, and the attacker or caster takes necrotic damage equal to the lightning damage dealt.

Combat

The behir prefers to attack with surprise, often from the ceiling. It opens with a lightning bolt and then tries to bite, constrict, and swallow. It tries to escape when badly hurt, and usually has a bolthole nearby.


Legends and Lore

With an Arcana or History check, characters can learn the following:

DC 10 Behirs resemble dragons but are their mortal enemies.

DC 15 Behirs breathe lightning bolts and take no damage from lightning.

DC 20 Behirs have been known to swallow adventurers whole, and sometimes treasure gets left behind in their gizzards.

Description

Some unspeakably ancient behirs still remember the magic they were taught in order to root out dragonkind.

Behavior

1 From hiding, questions trespassers about whether they are friends or foes of dragons; if foes, it reveals the location of a dragon lair, and if friends, it attacks

2 Lying in wait in dark holes in the ceiling or wall

3 On the hunt

4 Slithering stealthily over and under ruins, such as the fallen statues of storm giants

5 Dormant after a large meal

6 Muttering to itself about its craving for a delicious dragon egg

Signs

1 Large bones. DC 13 Nature check: They are the bones of a young dragon.

2 A wall scorched by lightning

3–4 A five-foot-wide tunnel going straight up or down. DC 16 Perception or Investigation check: draconic tracks leading up or down

Encounters

Behirs make their lairs in twisting caverns deep beneath the earth.

CR 11–16 Behir ; behir magus

Treasure 1,100 gp, 3,500 sp, broken jade dragon statuette (750 gp when repaired), 2 potions of greater healing , lantern of revealing

Monster Type Description

Monstrosities are magical beings usually native to the Material Plane. Some monstrosities combine the features of beasts and humanoids, like centaurs . Others have bizarre or unnatural appearances, like many-tentacled ropers . Monstrosities could only arise in a world suffused with magic.