Gargantuan Undead, Neutral Evil
Armor Class 20 natural armor
Hit Points 310 (20d10 + 100)
Speed 80 ft., Climb 60 ft.
STR
26 (+8)
DEX
20 (+5)
CON
21 (+5)
INT
10 (+0)
WIS
17 (+3)
CHA
14 (+2)
Saving Throws DEX +12, CON +12, INT +7, CHA +9
Skills Perception +10, Stealth +12
Damage Resistances Cold, Necrotic
Damage Immunities Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120, Passive Perception 20
Languages Common, Draconic
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Innate Spellcasting. The behir’s innate spellcasting ability is Charisma (spell save DC 17). The behir can innately cast the following spells, requiring no material components: 2/day each: bestow curse, create undead

1/day each: chain lightning, power word stun

Legendary Resistance (3/Day). If the behir fails a saving throw, it can choose to succeed instead.

Magic Resistance. The behir has advantage on saving throws against spells and other magical effects.

Serpent’s Flurry. Once on each of the behir’s turns when it misses with a claw attack, it can make another claw attack as part of the same action.

Turn Resistance. The behilich has advantage on saving throws against any effect that turns undead.

Actions

Multiattack. The behir makes three attacks: one with its bite and two with its claws. It can replace both of its claw attacks with one constrict attack.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 8) slashing damage.

Constrict. Melee Weapon Attack: +15 to hit, reach 5 ft., one Large or smaller creature. Hit: 19 (2d10 + 8) bludgeoning damage plus 19 (2d10 + 8) slashing damage. The target is grappled (escape DC 17) if the behir isn’t already constricting a creature, and the target is restrained until this grapple ends.

Lightning Breath (Recharge 5–6). The behir exhales a line of lightning that is 60 feet long and 5 feet wide. Each creature in that line must makes a DC 20 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

 

Legendary Actions

The behir can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The behir regains spent legendary actions at the start of its turn.

Bite Attack. The behir makes a bite attack.

Move. The behir moves up to half its speed.

Crush (Costs 2 Actions). The behir squeezes the creature it is grappling. The creature takes 15 (2d6 + 8) bludgeoning damage and must succeed on a DC 23 Constitution saving throw or become unable to breathe until the grapple ends.

Habitat: SwampUnderdark

Phelegethon

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