Immutable Form. The creature is immune to any spell or effect that would alter its form.
Magic Resistance. The creature has advantage on saving throws against spells and other magical effects.
Explosive Destruction. When the creature is destroyed, it explodes. Each creature within 30 feet of it must make a DC18 Dexterity saving throw, taking 4d6 lighting damage plus 4d6 radiant damage on a failed save, or half as much damage on a successful save.
Constructed Nature. The creature does not require air, food, drink, or sleep.
Passed Command. A creator may pass command of the clockwork creature on to a successor or successors in a chain that is easily followed by the clockwork creature so long as it is spoken aloud.
Built Obedience. When its creator or creator’s successor is on hand to command it, a clockwork creature performs flawlessly. If the clockwork creature is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can’t fulfill its orders, follow its creator, follow its successor, or its commander has been killed; most clockwork creatures self-destruct, activating their Explosive Destruction ability. A clockwork creature that has been given conflicting orders sometimes alternates between them.
Multiattack. The behir makes two attacks: one with its bite and one to constrict.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 10 (3d6) lightning damage.
Constrict. Melee Weapon Attack: +12 to hit, reach 5 ft., one Large or smaller creature. Hit: 18 (2d10 + 7) bludgeoning damage plus 18 (2d10 + 7) slashing damage plus 10 (3d6) lightning damage.. The target is grappled (escape DC 18) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.
Magic Disruption (Recharge 5-6). The Blank Behir releases a burst of antimagic energy. Each creature with magical equipment within 15 feet of the creature must make a DC18 Charisma saving throw. On a failed save, all of the creature’s magical items lose their magical properties for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on its equipment on a success.
Lightning Breath (Recharge 5–6). The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 18 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) acid damage plus 10 (3d6) 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 15 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.
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