Upheaval

Behir

CR 8, N Huge Magical beast

Senses: Perception 8, Darkvision 60, Low Light Vision

Speed: 40 ft., climb 20 ft.  Skills: Stealth 5

Languages: Common

Ability Scores: Str 23 (+16), Dex 12 (+11), Con 21 (+15), Int 7 (+2), Wis 14 (+6), Cha 12 (+5)

INIT: +1  CP: +10  HP: 105 (10d10+50)  SA: --  DC: 21

AC: 21  Touch: 9  Flat-footed: 20 [+1 Dodge, +12 Natural, -2 Size]

SR: --  Vulnerable: --  Resistant: Weapons 5  Bypass: +1 weapon

Immunity: Electricity, Poison  Effect Immunity: Sleep, Stun

QUALITIES

Power Attack (ex) - A Behir may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Behir does one extra point of damage. The Behir must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.

ACTIONS
Attacks

Rake (Free)(ex) - When a Behir has an opponent grappled at the beginning of its turn, it can rake with all its claws as a free action -- x6 claws +14 (1d4+6 damage)

Swallow Whole (ex) - When a Behir has an opponent grappled at the beginning of its turn (no larger than one size smaller), it can attempt a grapple check to swallow him. Swallowed foes take double damage (half from the bite and half from constriction). Standard damage (bludgeoning) recurs automatically each round. Swallowed creatures are considered grappled (the creature is not). They can escape by climbing out of the creature's gullet (successful grapple check), or by cutting their way out with a L or VL weapon. If you cut your way out, the Behir is unable to swallow another creature whole against until the wound heals.

Breath Weapon (su, every 1d4 rounds) - Deals 7d6 electicity damage (20-foot line), usable every 1d4 rounds. The Behir must let go of any creature it has grappled in its mouth before using the breath weapon.

DESCRIPTION

Environment: warm hills and deserts

Organization: None

Treasure: double

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 selfcenteredness and tendency to lay claim to everything visible from its high lairs frequently bring it into conf lict 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.