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 Wis, +3 MoL)
Abilities: Str 36, Dex 19, Con 31, Int 9, Wis 16, Cha 16
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: —
The behir is a serpentine monster that can slither like a snake or use its dozen legs to move with considerable speed. A behir is about 40 feet long and weighs about 4,000 pounds. It can fold its limbs close to its long, narrow body and slither in snake fashion if it desires. The coloration of behirs ranges from ultramarine to deep blue with bands of gray-brown. The belly is pale blue. The two large horns curving back over the head look dangerous but are actually used for preening the creature’s scales, not for fighting.
Behirs speak Common.
COMBAT
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.
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