Behir

- Size: Huge
- Type: Monstrosity
- Alignment: Neutral Evil
- AC: 17
- Initiative: +3 (13)
- HP: 168 (16d12 + 64)
- Speed: 50 ft, Climb 50 ft .
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 23 | +6 | +6 |
| Dex | 16 | +3 | +3 |
| Con | 18 | +4 | +4 |
| INT | 7 | -2 | -2 |
| Wis | 14 | +2 | +2 |
| CHA | 12 | +1 | +1 |
- Skills: Perception +6 , Stealth +7
- Immunities: Lightning
- Senses: Darkvision 90 ft.; Passive Perception 16
- Languages: Draconic
- CR: 11 (XP 7,200; PB +4)
Actions
Multiattack. The behir makes one Bite attack and uses Constrict.
Bite. Melee Attack Roll: +10 , reach 10 ft . Hit: 19 (2d12 + 6) Piercing damage plus 11 (2d10) Lightning damage.
Constrict. Strength Saving Throw: DC 18, one Large or smaller creature the behir can see within 5 feet. Failure: 28 (5d8 + 6) Bludgeoning damage. The target has the Grappled condition (escape DC 16), and it has the Restrained condition until the grapple ends.
Lightning Breath (Recharge 5-6). Dexterity Saving Throw: DC 16, each creature in a 90 -foot-long, 5 -foot-wide Line. Failure: 66 (12d10) Lightning damage. Success: Half damage.
Bonus Actions
Swallow. Dexterity Saving Throw: DC 18, one Large or smaller creature Grappled by the behir (the behir can have only one creature swallowed at a time). Failure: The behir swallows the target, which is no longer Grappled. While swallowed, a creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the behir, and takes 21 (6d6) Acid damage at the start of each of the behir's turns.
If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls in a space within 10 feet of the behir and has the Prone condition. If the behir dies, a swallowed creature is no longer Restrained and can escape from the corpse by using 15 feet of movement, exiting Prone.
Lore & Background
Behirs are massive serpentine creatures with multiple legs and the ability to generate devastating lightning attacks. These ancient monstrosities are said to be the natural enemies of dragons, created through primordial magic to serve as a counterbalance to draconic power. Their serpentine bodies can stretch up to 40 feet in length, with a dozen powerful legs that allow them to climb and maneuver with surprising agility despite their size.
The origin of behirs is disputed among scholars, with some believing they were created by storm giants to hunt dragons, while others theorize they evolved naturally in regions of intense electrical activity. Regardless of their origin, behirs have an instinctive hatred of dragons and will attack them on sight, making them valuable allies for those seeking to oppose draconic threats. This enmity is mutual, as dragons view behirs as abominations that must be destroyed.
Behirs are solitary creatures that establish large territories in mountainous or hilly regions, preferring areas with natural caves and rocky outcroppings that provide both shelter and tactical advantages. They are intelligent enough to use tools and set traps, though they prefer to rely on their natural abilities in combat. Despite their evil alignment, behirs are not inherently malicious toward non-dragons, viewing most other creatures as either prey or potential tools.
Combat Tactics
Behirs are formidable combatants that combine brute strength with tactical intelligence and devastating electrical attacks. They prefer to begin encounters with their lightning breath, which can affect multiple enemies in a line, before closing to melee range to use their bite and constrict abilities. Their climbing speed allows them to use three-dimensional battlefield positioning, attacking from walls or ceilings where enemies cannot easily reach them.
The behir's constrict and swallow combination is particularly deadly against single powerful opponents. Once a creature is grappled, the behir can swallow it on the next turn, removing a major threat from the battlefield while slowly digesting the victim. Against multiple opponents, behirs use their mobility to separate enemies, picking off weaker foes while avoiding being surrounded.
Their lightning immunity makes behirs particularly effective against spellcasters who rely on electrical magic, and their natural armor provides excellent protection against physical attacks. When facing superior numbers, behirs use their stealth skills and knowledge of their territory to set up ambushes, striking from concealment before retreating to more favorable positions.
Encounter Ideas
The Dragon Hunter: A behir has been tracking a dragon through the region, and its hunt is causing collateral damage to settlements and trade routes as the two ancient enemies clash.
The Mountain Pass Guardian: A behir has claimed a strategic mountain pass as its territory, demanding tribute from travelers or simply attacking those who attempt to cross without permission.
The Ancient Enemy: A dragon seeks the heroes' help in dealing with a behir that has been systematically hunting members of its family, offering significant rewards for eliminating the threat.
The Territorial Dispute: A behir and a group of storm giants are engaged in a conflict over territory, with both sides recruiting mortal allies to tip the balance in their favor.
Environmental Effects
Lightning Scars: Areas where behirs have used their lightning breath show distinctive scorch marks and fused rock formations, creating unique geological features.
Electrical Disturbances: The behir's presence causes unusual electrical phenomena in the area, including frequent lightning storms and malfunctioning magical items.
Territorial Markers: Behirs mark their territory with deep claw marks in stone and the remains of their prey, creating an intimidating landscape that warns off potential intruders.
Cave Networks: Behirs often expand natural cave systems to create complex lairs with multiple entrances and chambers suited to their serpentine form.
Treasure
Dragon Hoards: Behirs that have successfully killed dragons often claim their hoards, accumulating vast wealth over their long lifespans.
Storm Crystals: Crystallized lightning energy that forms in areas where behirs frequently use their breath weapon, valuable for creating electrical magic items.
Ancient Artifacts: Items recovered from the behir's victims over the centuries, including weapons, armor, and magical items from various eras and cultures.
Electrical Components: The behir's organs and scales retain electrical properties after death, making them valuable components for lightning-based magic and alchemical preparations.
Plot Hooks
The Dragon's Bargain: A desperate dragon offers to share information about a greater threat in exchange for protection from a behir that has been hunting it relentlessly.
The Storm Caller: A behir has learned to summon and control natural lightning storms, threatening to devastate the region unless its demands are met.
The Ancient Rivalry: The heroes discover that a local conflict between two powerful families is actually a proxy war between a dragon and a behir, each using mortal agents to fight their ancient enemy.
The Electrical Plague: A behir's presence is causing magical items throughout the region to malfunction or become dangerously unstable, requiring investigation and resolution before widespread chaos ensues.