Faolyn
(she/her)
The next monster is the behir. “But wait!”, you say, “the behir is already in the Monstrous Menagerie. So what gives?” Well, this article is The Ecology of the Behir (I miss that series) and it includes behir age categories and two new behir variants. So why not convert them? I like behir. I’ve never actually used them, but I like them. The article actually assumes the behir in the Monstrous Compendium are the oldest, so here’s the juvenile behir, and three behir variants: the elder behir (an elite monster), the desert behir, and jungle behir.
I just realized something. The behir has like twelve legs and no claw attacks. What gives?
Next up are more dragons, so I’ll take a day or two off to get them ready.
Behir Variants
The Ecology of the Behir, Dragon Magazine #156
Created by Tony Jones
Like most creatures, behir produce young that are smaller and weaker than it—but that are still subjected to their natural drive to eliminate dragons.
Additionally, not all behir live in caverns. Some live above the ground, in deserts and jungles.
Behir Encounters
CR 5-10 Juvenile behir.
Treasure: 280 gp, tattered book of dragon-lore (worth 100 gp), spell scroll of beacon of hope, +1 crossbow bolts
CR 11-16 2 juvenile behirs
Treasure: 120 pp, 500 gp, 6 ambers carved into animal shapes (150 gp each), potion of gaseous form, potion of stone giant shape
CR 17-22 Elder behir
Treasure: 5,000 gp, flawless ruby (5,000 gp), suit of half-plate armor with gold filigree and gold dragon emblem on it that has been damaged (1,000 gp if repaired), barbed devil’s bracelet
Juvenile Behir
Large monstrosity
Challenge 6 (2,300 XP)
AC 14 (natural armor)
HP 102 (12d10+42; bloodied 36)
Speed 40 ft., climb 30 ft., swim 30 ft.
STR 18 (+4) DEX 14 (+2) CON 16 (+3)
INT 10 (+0) WIS 14 (+2) CHA 11 (+0)
Proficiency +3
Maneuver DC 15
Saving Throws Dex +6, Int +4, Stealth +6
Skills Athletics +9, Perception +7, Stealth +6
Damage Immunities lightning
Senses darkvision 90 ft., passive Perception 17
Languages Common, Draconic
Serpentine. The behir can move through a space as narrow as 3 feet wide, vertical or horizontal, at full speed, without squeezing.
Spider Climb. The behir can use its climb speed even on difficult surfaces and upside down on ceilings
Actions
Multiattack. The behir makes a bite attack and then a constrict attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (2d12+4) piercing damage. If the target is a Small 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 14 (4d6) 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: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) bludgeoning damage. The target is grappled (escape DC 15) and restrained while grappled.
Lightning Breath (Recharge 5–6). 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 42 (12d6) lightning damage on a failed save or half damage on a success
Behir Variant: Elder Behir
The elder behir is an elite monster, equivalent to two CR 11 monsters (41,000 XP). It is Huge and has 336 (32d12+128; bloodied 168) hit points. The behir has the following additional bonus actions, which it can only use while bloodied:
Elite Recovery. The elder behir ends one negative effect currently affecting it. It can use this bonus action as long as it has at least 1 hit point, even while unconscious or incapacitated.
Rending Bite. The elder behir makes a bite attack against a creature it is constricting. On a hit, the bit inflicts an additional 26 (4d12) slashing damage and the target must make a DC 20 Constitution saving throw or be stunned until the end of its next turn.
Trample. The elder behir moves up to its speed in a straight line. It can move through the spaces of Large and smaller creatures. Each of these creatures must make a DC 20 Dexterity saving throw, taking 16 (2d10+5) slashing damage and falling prone on a failure.
The elder behir also has the following reaction, which it can only use while bloodied:
Lightning Retort. When the elder behir is hit by a melee attack by a creature within 10 feet of it, it spits lightning at that creature. That creature must make a DC 20 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed save, or half as much on a successful one.
Behir Variant: Desert Behir
Desert behir are yellow to orange in color, with fiery red belly scales and a breath weapon to match. It is slightly smaller and weaker than the common behir.
The desert behir is CR 9 (5,000 XP) and has 147 (14d12+56; bloodied 73) hit points. Its armor class is 17. It is immune to fire damage instead of lightning damage, and its breath weapon is a 20-foot cone that inflicts fire damage. A juvenile desert behir is CR 5 (1,800 XP) and has 85 (10d10+30; bloodied 42) hit points. Its armor class is 15.
Behir Variant: Jungle Behir
Jungle behir are larger and stronger than common behir. They are primarily emerald green, with a copper-green underbelly.
The jungle behir is CR 13 (10,000 XP) and has 199 (19d12+76; bloodied 99) hit points. Its armor class is 20. It is immune to acid and poison damage instead of lightning damage, and it is immune to the poisoned condition, and its breath weapon inflicts acid damage. A juvenile jungle behir is CR 7 (2,900 XP) and has 119 (14d10+42; bloodied 59) hit points
I just realized something. The behir has like twelve legs and no claw attacks. What gives?
Next up are more dragons, so I’ll take a day or two off to get them ready.
Behir Variants
The Ecology of the Behir, Dragon Magazine #156
Created by Tony Jones
Like most creatures, behir produce young that are smaller and weaker than it—but that are still subjected to their natural drive to eliminate dragons.
Additionally, not all behir live in caverns. Some live above the ground, in deserts and jungles.
Behir Encounters
CR 5-10 Juvenile behir.
Treasure: 280 gp, tattered book of dragon-lore (worth 100 gp), spell scroll of beacon of hope, +1 crossbow bolts
CR 11-16 2 juvenile behirs
Treasure: 120 pp, 500 gp, 6 ambers carved into animal shapes (150 gp each), potion of gaseous form, potion of stone giant shape
CR 17-22 Elder behir
Treasure: 5,000 gp, flawless ruby (5,000 gp), suit of half-plate armor with gold filigree and gold dragon emblem on it that has been damaged (1,000 gp if repaired), barbed devil’s bracelet
Juvenile Behir
Large monstrosity
Challenge 6 (2,300 XP)
AC 14 (natural armor)
HP 102 (12d10+42; bloodied 36)
Speed 40 ft., climb 30 ft., swim 30 ft.
STR 18 (+4) DEX 14 (+2) CON 16 (+3)
INT 10 (+0) WIS 14 (+2) CHA 11 (+0)
Proficiency +3
Maneuver DC 15
Saving Throws Dex +6, Int +4, Stealth +6
Skills Athletics +9, Perception +7, Stealth +6
Damage Immunities lightning
Senses darkvision 90 ft., passive Perception 17
Languages Common, Draconic
Serpentine. The behir can move through a space as narrow as 3 feet wide, vertical or horizontal, at full speed, without squeezing.
Spider Climb. The behir can use its climb speed even on difficult surfaces and upside down on ceilings
Actions
Multiattack. The behir makes a bite attack and then a constrict attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (2d12+4) piercing damage. If the target is a Small 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 14 (4d6) 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: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) bludgeoning damage. The target is grappled (escape DC 15) and restrained while grappled.
Lightning Breath (Recharge 5–6). 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 42 (12d6) lightning damage on a failed save or half damage on a success
Behir Variant: Elder Behir
The elder behir is an elite monster, equivalent to two CR 11 monsters (41,000 XP). It is Huge and has 336 (32d12+128; bloodied 168) hit points. The behir has the following additional bonus actions, which it can only use while bloodied:
Elite Recovery. The elder behir ends one negative effect currently affecting it. It can use this bonus action as long as it has at least 1 hit point, even while unconscious or incapacitated.
Rending Bite. The elder behir makes a bite attack against a creature it is constricting. On a hit, the bit inflicts an additional 26 (4d12) slashing damage and the target must make a DC 20 Constitution saving throw or be stunned until the end of its next turn.
Trample. The elder behir moves up to its speed in a straight line. It can move through the spaces of Large and smaller creatures. Each of these creatures must make a DC 20 Dexterity saving throw, taking 16 (2d10+5) slashing damage and falling prone on a failure.
The elder behir also has the following reaction, which it can only use while bloodied:
Lightning Retort. When the elder behir is hit by a melee attack by a creature within 10 feet of it, it spits lightning at that creature. That creature must make a DC 20 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed save, or half as much on a successful one.
Behir Variant: Desert Behir
Desert behir are yellow to orange in color, with fiery red belly scales and a breath weapon to match. It is slightly smaller and weaker than the common behir.
The desert behir is CR 9 (5,000 XP) and has 147 (14d12+56; bloodied 73) hit points. Its armor class is 17. It is immune to fire damage instead of lightning damage, and its breath weapon is a 20-foot cone that inflicts fire damage. A juvenile desert behir is CR 5 (1,800 XP) and has 85 (10d10+30; bloodied 42) hit points. Its armor class is 15.
Behir Variant: Jungle Behir
Jungle behir are larger and stronger than common behir. They are primarily emerald green, with a copper-green underbelly.
The jungle behir is CR 13 (10,000 XP) and has 199 (19d12+76; bloodied 99) hit points. Its armor class is 20. It is immune to acid and poison damage instead of lightning damage, and it is immune to the poisoned condition, and its breath weapon inflicts acid damage. A juvenile jungle behir is CR 7 (2,900 XP) and has 119 (14d10+42; bloodied 59) hit points