Large Monstrosity, Neutral Evil
Armor Class 19 (natural armor)
Hit Points 460 (13d10 + 30)
Speed 30 ft., Climb 30 ft.
STR
24 (+7)
DEX
16 (+3)
CON
20 (+5)
INT
12 (+1)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws DEX +8, CON +10, INT +6, WIS +7, CHA +7
Skills Perception +4, Stealth +6
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning
Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Stunned
Senses Darkvision 60 ft., Passive Perception 14
Languages Draconic Draconic, Telepathy (120 feet)
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Spider Climb. You can walk on ceilings made of stone using your climb speed.

Create or Destroy Crystal. As a bonus acon, you can create a blue crystal growth at an unoccupied point on the ground within 60 feet of you. The crystal occupies a 5  space and sheds dim light in a 5- radius. It has an AC of 18 and 30 HP, as well as immunity to psychic, poison, lightning, and all non-magical damage. Creatures other than you within 5 feet of the crystal have disadvantage on Dex and Int saving throws. Alternavely, you can use this bonus acon to destroy one crystal you have created that is within 60 feet of you. The crystal shaers, forcing creatures in a 5radius around it to make a DC 22 save vs Dex. Fail: 2d6 piercing damage and 2d6 lightning damage and the target is Shocked unl the end of your next turn. If you are within 5 feet of a crystal when you destroy it, you take no damage and instead regain 2d6 hit points.

Gemstep. As a bonus action, you can teleport up to 60 feet to a point within 5 feet of a crystal you have created.

Guarded Mind. You have advantage on Int, Wis, and Cha saving throws. Additionally, if a creature would deal psychic damage to you, it must make a DC 19 save vs Int. Fail: The creature takes the same amount of psychic damage it dealt (not including your resistance).

Elite Resistance (1/round). When you would fail a saving throw, you can add 1d10 (no action required), potentially causing it to succeed.

King/Queen of the Cave. You ignore cover provided to your enemies by any crystals you create. You also automatically detect any creature within 5 feet of one of your crystals, even if it would otherwise be invisible, hidden, or you are blinded. Additionally, while you are within 5 feet of one of your crystals, you have half cover, despite your size.

 

Actions

Bite & Bash (x2). Melee Weapon Attack: +15 vs AC. Hit: 32 (5d10 + 5) bludgeoning, piercing, or slashing (your choice) damage. You can reduce the damage by two damage die to also grapple the target (escape DC 16) provided it is Large or smaller and you aren't already grappling a creature. While grappled, the target is restrained.

Lightning Breath (Recharge 5-6). You exhale a line of lightning that is 20 feet long and 5 feet wide. If the line hits one of your crystals, you can extend the line another 20 feet in any direction from that crystal. You can extend the line up to three times in this way. Creatures in the line must make DC 22 save vs Dex. Fail: 64 (11d10 + 4) [lightning] damage (half on success) and the target is Shocked until the end of your next turn.

Gem Storm (1/rest). You create up to three crystals as per your Create or Destroy Crystal trait. Then, any creature within 5 feet of one of your crystals must make a DC 22 save vs Dex as you cause magical lightning to erupt from all your crystals. Fail: 32 (5d10 + 5) lightning damage and Shocked until the end of your next turn.

Stonephase (Cooldown 3). You step into a stone surface big enough to fit you. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can't see what occurs outside it (although you can still detect creatures through your (King/Queen of the Cave feature), and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You can use your Gem Storm acon while in the stone, or cast spells on yourself (if you have spellcasting). You can use your movement to leave the stone where you entered it, or at any point within 5 feet of one of your crystals. Otherwise, you can't move. Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Crystal Prison (1/rest). Choose a creature you can see within 60 feet. DC 19 save vs Con. Fail: The target is petrified in a casing of crystal for up to 1 minute. The effect ends early once the target has taken a total of 40 damage while petrified, excluding any lightning damage dealt to it, counted after resistance.

Thundercrack (Cooldown 1). You whip your body and a burst of thunder erupts from your tail. Creatures within 10 feet of you, DC 22 vs Str. Fail: 32 (5d10+5) thunder damage, pushed up to 20 feet away from you, deafened until the end of your next turn, and knocked prone.

Visions of Terror (1/rest). You bridge a psychic connection with one creature you are aware of within 60 feet. DC 19 vs Int. Fail: 16 (3d10) psychic damage and the target is Frightened by you for 1 minute (target repeats save end of its turns to end the effect).

Reactions

Tail Whip. As a reaction when a creature moves to within 5 feet of you while there is at least one other hostile creature within 5 feet of you that isn't incapacitated, you can use your Thundercrack action, provided it isn't in cooldown.

Defensive Destruction. As a reaction when a creature moves to a space within 5 feet of one of your crystals, you can use your Destroy Crystal trait.

Description

Behirs are serpentine monsters resembling a cross of crocodiles and centipedes. They dwell in caves and wield powers of lightning, created by storm giants to fight against dragons. A crystal behir, however, it is a magical perversion of the original giant spawn. Infused with arcane powers of geomancy, enchantment, and conjuration, the crystal behir manipulates gem-based magic to dominate rich cave systems.

Unknown Origins

The origins of crystal behirs are largely unknown. Some believe they were created by mad dwarven mages who taught them their gem magic while torturing and experimenting on them. Other myths say that crystal behirs are a natural anomaly caused perhaps by the magic of the underdark, should a behir build its lair to close to that border.

Gem-Seekers

A crystal behir seeks out caverns where the greatest concentrations of natural crystals and gems can be found, delighting in their beauty and using them to increase its own power. The more gems a crystal behir can consume, the more powerful its magic becomes.

Enlightened Masters of Magic

Unlike its normal behir kin, the crystal behir is more enlightened. It never eats organic creatures, sustained wholly by crystals. As such, these behirs have all but lost their ability to swallow creatures in combat. Instead, the crystal behirs wield all manner of magic, making them much greater threats than a regular behir.

Lair and Lair Actions

The behir fought in its lair has 2d4+2 crystals already in place throughout the map.

Habitat: HillMountainUnderdark

Phelegethon

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