Huge Monstrosity, Neutral Evil
Armor Class 18 (natural armor)
Hit Points 336 (32d12 + 128)
Speed 50 ft., climb 40 ft.
STR
23 (+6)
DEX
16 (+3)
CON
18 (+4)
INT
7 (-2)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws STR +11, CON +9, CHA +7
Skills Perception +7, Stealth +7
Damage Resistances Damage from Spells
Damage Immunities Lightning
Senses Darkvision 90 ft., Passive Perception 16
Languages Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5

Magic Resistance. The Rune Behir has advantage on saving throws against spells and magical effects. It also has resistance to damage from spells.

Actions

Multiattack. The Rune Behir makes four attacks: one to constrict, two with its claws, and one with its bite.

Constrict. Melee Weapon Attack: +11 to hit, reach 10 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 11 (2d10) lightning damage. The target is grappled (escape DC 19) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d10+6) slashing damage plus 5 (1d10) lightning damage.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 11 (2d10) lightning damage.

Lightning Breath (Recharge 5–6). The behir exhales a line of lightning that is 30 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Swallow. The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) lightning damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.

If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Reactions

Counterspell. As a reaction, the Rune Behir can disrupt magical energies within 60 feet of it. It makes a Charisma check with a DC of 10 + Spell's level, countering the spell on a success.

Legendary Actions

Lesser Magic. The Rune Behir casts a 1st level spell, requiring no components. Its spellcasting ability is Charisma (spell save DC 15).

It can cast the spells: Bane, Faerie Fire, Magic Missile, Thunderwave

Greater Magic (Costs 2 Actions). The Rune Behir casts a 2nd level spell, requiring no components. Its spellcasting ability is Charisma (spell save DC 15).

It can cast the spells: Invisibility, Misty Step, Blindness/Deafness, Hold Person

Awesome Magic (Costs 3 Actions). The Rune Behir casts a 3rd level spell, requiring no components. Its spellcasting ability is Charisma (spell save DC 15).

It can cast the spells: Fear, Fireball (except the damage is lightning), Slow

Lair and Lair Actions

Anti-Magic. Every active magic spell or effect inside the Rune Behir's cave, including tunnels leading into it, that does not require concentration is dispelled. If there's a spell in the area that requires concentration, the spellcaster concentrating on it must make a Concentration check with a DC of 15 or lose the spell. Any effect or magical item that can not be dispelled is suppressed until the start of the next round. Until the start of the next round, casting a spell requires a DC 15 Spell Ability check. On a failure, the spell fizzles and the slot is wasted.

Wild Magic. Until the start of the next round, every casting of a spell triggers a Wild Magic surge according to the spell's level.

Electrified Cave. Until the start of the next round, anyone who ends their turn touching the floor of the Rune Behir's cave, the cieling, the walls or even stalagmites and stalactites in the cave must make a Constitution Saving Throw vs DC 15, taking 11 (2d10) lightning damage on a failure or half as much damage on a success.

Monster Tags: monstrosity

Environment: Underdark

SabreRunner

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