Behir

Behir

Huge beast
Challenge

STR
6
DEX
3
CON
4
INT
−2
WIS
2
CHA
1

168
16d12+64
19
Soak
1
Fort
+5
Ref
+7
Will
+2
Defense note natural armor
Damage immunities lightning

Speed 10 m., climb 8 m.
Skills Brawn +9 (20), Perception +5 (16), Stealth +6 (17)
Senses darkvision 20 m.
Languages Draconic

Maneuvers. The behir uses maneuvers (maneuver save Difficulty 18). It has 21 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

At will: grapple (Constrict only)

1 stamina die: ambush, fearsome beast, fountain of blood, scurry, spring attack, sprint, trampling charge

2 stamina dice: sturdy stance

Actions (2)

Bite (1/turn). Melee Weapon Attack: +9 to hit, reach 2 m. Hit: 22 (3d10 + 6) piercing damage.

Constrict (1/turn). Melee Weapon Attack: +9 to hit. Hit: 17 (2d10 + 6) bludgeoning damage plus 11 (2d10) slashing damage. If the behir uses the grapple maneuver, the target is restrained until the grapple ends.

Lightning Breath (Costs 2 actions; Recharge 5–6). The behir exhales lightning in a 10-meter cone or line. Each creature in that area must make a Difficulty 16 Reflex saving throw. On a failure, a creature takes 58 (13d8) lightning damage and can’t take reactions for 1 minute. On a success, a creature takes half as much damage and isn’t otherwise affected. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Swallow (1/turn). The behir makes a bite attack against a Large or smaller creature it is grappling. If the attack hits, the creature takes the bite’s damage, it is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the behir and it takes 21 (6d6) acid damage at the start of each of its turns. The behir can have only one Large creature (or 2 Medium, 3 Small, and 5 Tiny) creature swallowed at a time.

While the behir isn’t incapacitated, it can regurgitate all swallowed creatures at any time (no action required) in a space within 1 meter of it. The creature exits prone.

If the behir takes 30 damage or more on a single turn from the swallowed creatures, the behir must succeed on a Difficulty 25 Fortitude saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 1 meter of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 4 meters of movement, exiting prone.

Once a creature is no longer swallowed, its armor or natural armor is corroded 2 until the end of the behir’s next turn or until the end of the round if the behir is dead.

Underdarksrd

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failure, a creature is frightened of you until the end of your next turn.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Disengage action and the Dash action.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action twice. You also have advantage on Athletics checks to jump.

As an action, you can use the Dash action. If you use a Brawn check to Overrun a creature during this movement and your check passes the creature’s passive Brawn or Nimbleness (if it chooses to avoid you), it takes bludgeoning damage equal to the stamina die and is knocked prone. If you fail to Overrun by 4 or less, the creature takes half as much bludgeoning damage, but isn’t knocked prone.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when you make a skill check or a saving throw to avoid being pushed, knocked prone, or grappled, you can sturdily position yourself. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.