3e SRD:Behir

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Behir

Size/Type: Huge Magical Beast (Electricity)
Hit Dice: 9d10+45 (94 hp)
Initiative: +1 (Dex)
Speed: 40 ft., climb 15 ft.
AC: 16 (-2 size, +1 Dex, +7 natural)
Attacks: Bite +15 melee, 6 claws +10 melee
Damage: Bite 2d4+8, claw 1d4+4
Face/Reach: 10 ft. by 30 ft./10 ft.
Special Attacks: Breath weapon, improved grab, swallow whole, constrict 2d8+8
Special Qualities: Electricity immunity, scent, can't be tripped
Saves: Fort +11, Ref +7, Will +5
Abilities: Str 26, Dex 13, Con 21, Int 7, Wis 14, Cha 12
Skills: Climb +18, Hide +5, Spot +7
Feats: Cleave, Power Attack
Climate/Terrain: Any land and underground
Organization: Solitary or pair
Challenge Rating: 8
Treasure: Standard
Alignment: Often neutral
Advancement: 10-13 HD (Huge); 14-27 HD (Gargantuan)
Behirs speak Common.

Combat

A behir usually bites and grabs its prey first, then either swallows or constricts the opponent. If beset by a large number of foes, it uses its breath weapon.

Breath Weapon (Su): Line of lightning 5 feet wide, 5 feet high, and 20 feet long, once a minute; damage 7d6, Reflex half DC 19.

Improved Grab (Ex): To use this ability, the behir must hit with its bite attack. If it gets a hold, it can attempt to swallow or constrict the opponent.

Swallow Whole (Ex): A behir can try to swallow a grabbed Medium-size or smaller opponent by making a successful grapple check. A behir that swallows an opponent can use its Cleave feat to bite and grab another opponent.

The swallowed creature takes 2d8+8 points of crushing damage and 8 points of acid damage per round from the behir's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must again cut its own way out.

The behir's gizzard can hold two Medium-size, eight Small, or thirty-two Tiny or smaller opponents.

Constrict (Ex): When a behir grabs a foe with its bite, it can coil its body around the foe. A behir deals 2d8+8 damage with a successful grapple check against Gargantuan or smaller creatures.



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