Library / Bestiary

Behir

CR 8.00 Magical Beast N Huge
This slithering, multilegged blue reptile has a fearsome head crowned with two large, curling horns.

Temperamental and avaricious, the behir spends most of its time slithering through the sandy hills and desert cliffs that make up its territory, preying upon all creatures who dare to enter its hunting grounds. The creature's six pairs of powerful, clawed legs remain folded against its sides most of the time, only extending in combat to grapple foes or carry the behir forward in a terrifying, low-slung gallop, or else when climbing the sheer cliff faces common to behir lairs.

The average behir is 40 feet long and weighs 4,000 pounds. In addition to the two prominent horns on its head, many have additional decorative spines at regular intervals along the central ridges of their backs.

While territorial and bestial in its fury, the behir is neither stupid nor necessarily evil, though its self-centeredness and tendency to lay claim to everything visible from its high lairs frequently bring it into conflict with other races. As such, a behir can often be bought off or reasoned with by those brave negotiators willing to get close enough to make their pitch. In these cases, a behir's tendency to attack first and ask questions later (or not at all) means that anyone seeking to strike a deal must bring powerful incentives and impress the behir immediately with his offer.

It's often been speculated that behirs are somehow related to blue dragons, but the exact nature of this link remains unknown. Most dragons deny any such association and look down on the behir for its relative lack of intelligence—a snubbing that infuriates the already short-tempered behir. Thanks to this casual disparagement, many behirs carry deep grudges against dragons, and attack without pause any who cross into their territories.

STR
23
DEX
12
CON
21
INT
7
WIS
14
CHA
12
HP
105 (10d10+50)
AC
21, touch 9, flat-footed 20 (+1 Dex, +12 natural, -2 size)
Speed
40 ft., climb 20 ft.
Init
+1
Melee
bite +15 (2d6+9 plus grab)
Space
15 ft.
Reach
10 ft.
BAB
+10
CMB
+18 (+22 grapple)
CMD
29 (can't be tripped)
Fort
+12
Ref
+8
Will
+5

breath weapon (20-foot line, 7d6 electricity damage, Reflex DC 20 for half, usable every 1d4 rounds)

constrict (2d6+9)

rake (6 claws +14, 1d4+6)

swallow whole (2d8+9 bludgeoning damage, AC 16, 10 hp)

Alertness from Feat

<p class="stat-block-1"> You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>

Cleave from Feat

<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a &ndash;2 penalty to your Armor Class until your next turn.</p>

Great Cleave from Feat

<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a &ndash;2 penalty to your Armor Class until your next turn.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (&ndash;50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by &ndash;1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>

Weapon Focus from Feat

<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>

Climb +14, Perception +8, Stealth +5

Details
Type
Magical Beast
Alignment
N
Size
Huge
Environment
warm hills and deserts
Organization
solitary or pair
Treasure
double
Senses
darkvision 60 ft., low-light vision; Perception +6
Languages
Common
Source
Bestiary
Sources Used in This Record
5 House/Core
  • Uses feat: Alertness (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Cleave (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Great Cleave (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Focus (Feat)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.