Kryx RPGThemesCreatures
Behir

Behir

Huge monstrosity
Challenge
11

STR
6
DEX
3
CON
4
INT
−2
WIS
2
CHA
1

168
16d12+64
20
Soak
1
Fort
+6
Ref
+8
Will
+3
Defense note natural armor
Damage immunities lightning

Speed 10 m., climb 8 m.
Skills Brawn +10 (21), Insight +2 (13), Perception +6 (17), Stealth +7 (18)
Senses darkvision 20 m.
Languages Draconic

Actions (2)

Bite (1/turn). Melee Weapon Attack: +10 to hit, reach 2 m. Hit: 22 (3d10 + 6) piercing damage.

Constrict (1/turn). Melee Weapon Attack: +10 to hit, reach 1 m. 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 dragon exhales lightning in a 10-meter cone or line. Each creature in that area must make a DC 16 Reflex saving throw. On a failed save, a creature takes 61 (11d10) lightning damage and it can’t take reactions for 1 minute. On a successful save, 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 one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target 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 the behir’s turns. A behir can have only one creature swallowed at a time.

While the behir isn’t incapacitated, it can regurgitate the creature 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 creature, the behir must succeed on a DC 15 Fortitude saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 2 meters of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 3 meters of movement, exiting prone.

Underdarksrd

Maneuvers

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 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. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on 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 make a Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

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 failed save, a creature is frightened of you until the end of your next turn.

As an action, you can 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 if you miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you use a Brawn check to Overrun a creature during this movement, the creature takes bludgeoning damage equal to the stamina die and is knocked prone.

Enhance

You can increase the damage for each additional stamina die expended and if you fail to Overrun by 4 or less, the creature takes half as much bludgeoning damage, but isn’t knocked prone.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

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 a reaction, which you use when you make an ability check or saving throw to avoid being pushed, knocked prone, or grappled, you can sturdily position yourself. Roll a d3 and add the result to the roll. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As an action, you can use the Dash action. If you use a Brawn check to Overrun a creature during this movement, the creature takes bludgeoning damage equal to the stamina die and is knocked prone.

Enhance

You can increase the damage for each additional stamina die expended and if you fail to Overrun by 4 or less, the creature takes half as much bludgeoning damage, but isn’t knocked prone.