No hero yet
Set a level on the left and strike the seal to forge your first character.
Set a level on the left and strike the seal to forge your first character.
Pick a threat tier on the left and strike the seal to summon your first monster.
Set a level and hoard size on the left, then strike the seal to crack it open.
Set your party's details on the left, then strike the seal to spring the trap.
Set the size, wealth and type on the left, then strike the seal to raise a settlement.
CR 11 (7,200 XP), Huge monstrosity, Neutral Evil
Skills Perception +6, Stealth +7
Senses darkvision 90 ft., passive Perception 16
Languages Draconic
Multiattack. The behir makes two attacks: one with its bite and one to constrict.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) piercing damage.
Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10+6) bludgeoning damage, and the target is grappled and restrained until the grapple ends.
Lightning Breath (Recharge 5-6). The behir exhales a line of lightning 20 feet by 5 feet. Each creature there takes 66 (12d10) lightning damage on a failed DC 16 Dexterity save, or half as much on a success.
How hard a fight? Against a party of four, a single behir is deadly at levels 1–7, hard at levels 8–9, medium at levels 10–11 and easy at levels 12–16, and barely a challenge from level 17. Add allies or more foes in the encounter generator.
Where you'll find it: the Underdark and mountains.
Story hooks
Similar creatures: Abominable Yeti, Froghemoth, Gynosphinx, Remorhaz, Roc.
D&D 5e, 2014 rules. Includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 License. Fantasy Portal is unofficial Fan Content, not approved or endorsed by Wizards.