Behir

Behir
Level 13 (+6)
"You know, it would actually be pretty cute if it wasn't a viscous, gigantic merchant of electrical death."
——Coran Balserhue, adventurer
The Behir is an enormous, twelve legged, lizard-like creature with shining blueish-purple scales all along the length of it's body, ending in a thick, rigid tail. The head bears a strong resemblance to that of a blue dragon, and many suspect that the two may be distant cousins. They range in weight from 3500 to 4000 pounds.
Awareness
29
Senses
Darkvision, Tracking Scent
Initiative
5/1d4
Max HP
644
Resilience: +5
Healing Value: 128
Morale
3
Defenses
AC
28
Touch
20
Fort
26
Reflex
22
Will
20
Resistances: Lightning (Imm)
Vulnerabilities:
Attributes / Saving Throws
STR
26 / 37
DEX
13 / 24
CON
21 / 32
INT
7 / 14
WIS
16 / 23
CHA
12 / 19
Saving Throw Modifiers:
Special Actions
Tenacious Saves
Free Action
When making a saving throw, roll twice and take the better result. (Advanced)
Actions
Movement Modes
Shift 5ft / 2
Skirmish 40ft / 3
Sprint 50ft / 3
Climb 15ft / 3
At-Will
+17 vs AC (Crit 6%/20)
Claw
4d10+16 damage (ArN 20%)
REC 3, Reach 10ft
+18 vs AC (Crit 6%/26)
Bite
4d12+24 damage (ArN 30%)
REC 5, Reach 10ft
On a hit, make an opposed Grapple check. If successful, the target is Grabbed.
Melee Attacks
Claw Cyclone [REC 6]: Make a Claw attack on all creatures within reach. (Legendary)
Swallow Whole [REC 5]: Make a grapple check against a creature grabbed by the Behir (medium sized or smaller). If the Behir succeeds the Grapple check, the target is swallowed by the Behir. The target is Suffocating and suffers ongiong 2d10+16 Bludgeoning damage and 10 Caustic damage every 10 segments, until it cuts itself free [SE, 4d10 vs STR, no initial save]. When released, the target is Prone in an area adjacent to the creature. If multiple creatures are swallowed, either target may make a Saving Throw to free the other creature. Additionally, if the Behir is subject to an Injury from a Melee Weapon Attack, the attacker may choose to free a swallowed creature instead of dealing an injury. (Advanced)
{{{Grapple Damage}}} damage
Grapple +33
Special Actions
+18 vs Reflex
Shocking Breath
REC 5, Limit 1 per 1d4 rounds.
Targets all creatures in a 20ft line, 4d6+35 Lightning Damage, half damage on miss. (Advanced)
Quick Swipe
Immediate Action
Make a Claw attack as an Immediate Action (Advanced)
Constrict
Free Action, Limit 1 per round
Deal 2d10+16 to a Grabbed opponent. (Advanced)
Overland Movement
40 mi/day
Qualities
  • Multi-limbed: The Behir has 12 legs and therefore is immune to attacks that Trip. It also gains a +10 racial bonus to Balance checks.
  • Improved Grappler: Behir does not Provoke an opportunity attack from attempting a Grab. Additionally, when the Behir has a target Grabbed (of medium size or smaller) it is not limited to powers with the Grapple keyword.
  • Tracking Scent: +5 racial bonus to Scent and Awareness.
  • Immunity: Lightning
Skills: Rank 4 Balance [+24], Rank 5 Climb [+23], Rank 7 Stealth [+3], Rank 3 Listen [+7], Rank 6 Spot [+13], Rank 7 Scent [+20], Rank 4 Intimidate [+21], Rank 2 Intuition [+5], Rank 1 Socialize [+1], Rank 3 Hunting [A: +10/L&T: +7], Rank 5 Survival [A: +18/L&T: +11]
Feats: Superior Initiative [3], Improved Grab, Imp. Weapon Spec. (Claws) [2], Alertness, Expert Tracker, Weapon Focus, Superior Grapple [3], Devastating Critical
Philosophies: Rank 2 Mental, Rank 6 Physical
Combat Training: Melee 4, Ranged 3, Parry 3, Fort 2, Reflex 2, Will 1
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: None
Social
Languages: Common
Composure: {{{Composure}}}
Charm
{{{Charm}}}
Coercion
{{{Coercion}}}
Deception
-1
Manipulation
{{{Manipulation}}}
Persuasion
{{{Persuasion}}}
Aloofness
{{{Aloofness}}}
Bravery
{{{Bravery}}}
Intuition
+5
Tolerance
{{{Tolerance}}}
Suspicion
{{{Suspicion}}}
Prejudices:
  • Dragons: Hate 3
  • Trespassers: Hate 1
Motives: Territorial

Characteristics

The Behir are unusual creatures that can use their 12 stubby legs to walk, or tuck them to the side of their bodies so that they may use their snake-like form to slither about. These beasts share a tie to electrical energy, which they can project at their enemies through a breath attack to defend themselves, in addition to their formidable claws and bite.

History

The Behir have often been mistaken for dragons by local inhabitants of nearby villages in mountain towns. For this reason, many people are not aware that the Behir actually exist as a separate species. Most Behir are fine with this mistake in deduction, however, as the reputation of a dragon affords a clever Behir many luxuries in regards to controlling it's territory through fear.

Culture

Behir typically live solitary lives, even when they mate. A Behir couple stays together only long enough to ensure their children will survive on their own, at which point the adults leave, their litter scattering soon after. Behir speak common, and are capable conversationalists. However, due to their animal instincts and lack of respect for smaller creatures most other species are not given a chance to speak with them.