Legendary Fiendish Ti-Khana Advanced Behir
Why? Well, why not?
Three templates applied to an advanced critter from the Monster Manual. Mainly to justify using the Behir miniature when I got it in a Giants of Legend box but the party was far higher than level 8 or whatever CR the standard Behir has.
Legendary Fiendish Ti-Khana Advanced Behir
Huge Outsider (Augmented, Native)
Hit Dice: 13d10+130 (201 hp)
Initiative: +8
Speed: 70 ft. (14 squares), climb 45 ft.
Armor Class: 28 (–2 size, +3 Dex, +16 natural, +1 haste), touch 12, flat-footed 24
Base Attack/Grapple: +13/+34
Attack: Bite +25 melee (3d8+19)
Full Attack: Bite +25 melee (3d8+19)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon, constrict 2d8+8, improved grab, rake 1d4+4, smite good, swallow whole
Special Qualities: Can’t be tripped, darkvision 60 ft., DR 10/magic, electric blood, immunity to electricity, low-light vision, resistance to cold 10 and fire 10, scent, SR 18
Saves: Fort +21 (+8 base, +10 Con, +3 MoL)
Ref +16 (+8 base, +4 Dex, +3 MoL, +1 haste)
Will +14 (+8 base, +3
Abilities: Str 36, Dex 19, Con 31, Int 9,
Skills: Climb +16, Hide +5, Listen +8, Spot +4, Survival +2
Feats: Alertness, Cleave, Improved Initiative, Improved Natural Attack (bite), Multiattack, Power Attack, Track
Environment: Warm hills
Organization: Solitary or pair
Challenge Rating: 13
Treasure: Standard
Alignment: Often neutral
Advancement: 10–13 HD (Huge); 14–27 HD (Gargantuan)
Level Adjustment: —
A behir usually bites and grabs its prey first, then either swallows or constricts the opponent. It can employ its claws only against foes caught in its coils. If beset by a large number of foes, it uses its breath weapon.
Breath Weapon (Su): 20-foot line, once every 10 rounds, damage 7d6 electricity, Reflex DC 26 half. The save DC is Constitution-based.
Constrict (Ex): A behir deals 2d10+13 points of damage with a successful grapple check. It can make six rake attacks against a grappled foe as well.
Electric Blood (Su): Each time the behir is damaged with a piercing or slashing attack, its blood sprays out in a 15-foot cone of electrical energy, doing 1d4 to everyone in range (no save).
Greater Damage (Ex): The behir’s damage dice are increased.
Haste (Su): The behir is effected as if by the haste spell (may make an extra attack during a full attack; +1 bonus to attacks, AC, and Reflex saves; +30 feet to speed)
Improved Grab (Ex): To use this ability, a behir must hit a creature of any size with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
If it wins the grapple check, it it establishes a hold and can attempt to constrict the opponent or swallow the opponent in the following round.
Rake (Ex): Six claws, attack bonus +25 melee, damage 2d6+6.
Smite Good (Su): Once per day the behir can make a normal melee attack to deal extra damage equal to 20 points against a good foe.
Swallow Whole (Ex): A behir can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check.
A behir that swallows an opponent can use its Cleave feat to bite and grab another opponent.
A swallowed creature takes 2d10+13 points of bludgeoning damage and 8 points of acid damage per round from the behir’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A behir’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Skills: Behirs have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Labels: DnD

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