Behir Species in Dierde | World Anvil

Behir (/ˈbeɪ.hɪr/)

 
The huge, serpentine creature resembles a combination of centipede and crocodile. It has a long tubular body with six pairs of legs. Each leg has three sharp talons. It has the head of a snake with two glowing light blue eyes. It's wide mouth crackles with electricity. Its scaled hide has a deep blue color, fading to pale blue on its underside.
  The serpentine behir crawls along floors and clambers up walls to reach its prey. Its lightning breath can incinerate most creatures, even as more powerful foes are constricted in its coils and eaten alive.   A behir's monstrous form resembles a combination of centipede and crocodile. Its scaled hide ranges from ultramarine to deep blue in color, fading to pale blue on its underside.   Cavern Predators. Behirs lair in places inaccessible to other creatures, favoring locations where would-be intruders must make a harrowing climb to reach them. Deep pits, high caves in cliff walls, and caverns reached only by narrow, twisting tunnels are prime sites for a behir ambush. A behir's dozen legs allow it to scramble through its lair site with ease. When not climbing, it moves even faster by folding its legs beside its body and slithering like a snake. Behirs swallow their prey whole, after which they enter a period of dormancy while they digest. While dormant, a behir chooses a hiding place where intruders in its lair might overlook it.   Foes of the Dragons. In times long forgotten, giants and dragons engaged in seemingly endless war. Storm giants created the first behirs as weapons against the dragons, and behirs retain a natural hatred for dragonkind. A behir never makes its lair in an area it knows to be inhabited by a dragon. If a dragon attempts to establish a lair within a few dozen miles of a behir's lair, the behir is compelled to kill the dragon or drive it off. Only if the dragon proves too powerful to fight does a behir back down, seeking out a new lair site a great distance away.  
“I've already eaten three giant bats, six troglodytes, and a mind flayer today, but that's okay. Plenty of room in my belly for you and your friends.”  
— Lludd the behir, confronting adventurers in the Lost Caverns of Tsojcanth

Basic Information

Anatomy

A behir (pronounced: /bɛˈhɪər/ be-HEER listen; pl: behir or: behirs) was a great serpentine monster with twelve legs and electrical breath.  

Description

A behir was often mistaken for a wingless blue dragon. It had a long, snake-like body and could slither on the ground like a snake, but it also had six pairs of legs upon which it could walk or climb if it chose to do so. Each of a behir's twelve feet contained three clawed toes. They began life with six or eight legs and grew additional legs as they aged. They grew about 8 feet (2.4 meters) per year.   Behirs had thick, armored scales, much like a dragon. Their scales were colored in variations of dark blue, being lighter on their undersides.   They had long narrow heads, crocodilian in shape, with curved, black horns on the top, which were used for preening. Behirs were born horn-less. Their mouths were full of many sharp multi-colored translucent teeth that were valued for their gem-like beauty, and their bones were crystalline.   Newborn behirs were about 2 feet (0.61 meters) in length, while the typical adult behir was around 40 feet (12 meters) and weighed about 4,000 pounds (1,800 kilograms). Behirs reached adulthood at the age of ten and like other reptilian creatures would continue to grow throughout their lifetimes, having to shed their scales periodically. Because of this behirs could sometimes reach gargantuan sizes.  

Variations

Halruuan behir Halruaan behirs were a miniature species native to Halruaa, where they were bred as pets or guardians.

Ecology and Habitats

Habitats

Behirs preferred to live in warm, hilly terrain. They made dens in caves—which were often in the side of high cliffs—or hidden thickets. A behir's territory usually encompassed an area of 400‑square-mile (1,000,000,000‑square-meter).   Despite their nature, behirs were popular subjects of breeding in Halruaa. The varieties of brhir breeds was as diverse as the breeder's imagination allowed. They varied in size, color, and were used as guard dogs, or small hand-held pets. Behir hatcheries consisted of long shallow pools of water. They were fed with fish and eels. Those behir not sold alive were butchered and used for its material component and crafting materials.

Dietary Needs and Habits

Diet

Behirs were a carnivorous species. Their main diet consisted of medium-sized animals, such as boars.

Behaviour

Combat

If a behir grabbed a hold of an opponent or prey with its mouth, it had several options. It could wrap its body around the victim and constrict, it could tear at the victim with its many clawed limbs, or it could simply swallow the victim whole.

Additional Information

Social Structure

Society

Behirs were usually solitary creatures, but could be found in mated pairs, though this only lasted until their eggs were hatched. They were most active during the day. And during the winter months they hibernated.   Mating took place in early spring. Females produced between one and four blue-green, leathery eggs, which were buried under dirt or sand. There were conflicting reports about how long it took for their eggs to hatch. Some sources claimed it took eight months for them to hatch. Others insisted that it only took three or four weeks. The young were driven from the den soon after hatching.

Uses, Products & Exploitation


Usages Behir horns could be used to make the ink necessary for scribing a magic scroll for a lightning bolt spell. Similarly, a scroll of neutralize poison often used ink from a behir's talons, and that of protection from poison used ink made from a behir's heart.   Behir scales were sometimes used to make armor, much like the hides of dragons. Behir crystalline bones were used for scrimshaw. Bone-carved chimes, sculptures, and musical instruments were very common across Halruaan cities. Behir teeth were as beautiful and valuable as gemstones and had a wide variety of creative uses. One such use was a strange type of Haluaan music box that were invented at the Behir's Nest shop in Khaerbaal. Behir teeth formed plucking hooks that pulled on string made of behir guts and electrum, while behir ivory was used for other parts of these wondrous instruments.

Harvesting

Instructions
Instructions: Because this creature is an Monstrosity, the player should roll a Nature Check using the DCs in the table below. On a success, the player is able to harvest the item. On a failure, the item cannot be harvested (either because the character is not skilled enough, or because the item is ruined). The DM should note that many of the items have an expiration, and can not be sold or used after the expiration has passed.
 
  Type: Monstrosity   Skill: Nature  
DC Item Description Value Weight Exp Crafting
10 Behir Scales (Large Bag) Behir scaled are used by tailors and armorers, as they are lighter, smoother and more flexible than dragon scales. 55 gp 25 lb. none Scale Armor (DMG)
15 Behir Horn As Behir's were created to fight dragons, their horn magically resonates when a dragon is nearby. Once a behir dies, the power is diminished significantly, but the horn is still effective.   Use: The behir's horn will begin to vibrate when it comes within 1 mile of a dragon (whether in its true form or polymorphed), but does not point in any direction. The vibrations become more pronounced as it gets closer to the dragon. 300 gp 30 lb. none Dagger (DMG)
20 Lightning Sack Harvested from the Behir's mouth, this light leathery sack contains caustic chemicals that continually crackle and pop. The sack is prized by alchemists, armorers and weaponsmiths.   Use: The lightning sack can be thrown up to a range of 20 feet. If thrown, the sack explodes on impact, dealing 4d10 lightning damage to all creatures in a 10 foot radius, or half that on a successful DC 12 Dexterity saving throw. 875 gp 10 lb. 7 days Lightning Oil or Storm Caller (HHH)
  Most Crafting Items have an acronym associated with it, such as "DMG". These acronyms refer to specific guide Books. For example, "DMG" refers to the "Dungeon Master's Guide". The acronyms for HHH and HHH2 refer to Hamund's Harvesting Handbook, a homebrew harvesting guide that offers a variety of homebrew (not official) magic items.  
This kind of creature does not normally carry treasure. This kind of creature does not normally have or collect treasure. However, the creature may have a lair full of bodies, or reside somewhere that treasure already exists.   This creature produces 8-96 pieces of Harvested Meat, weight total of 4 lb each. DC: 5, Expire: 1 day, Value: 2 sp each.   The meat of many monsters is considered vile and distasteful. Monstrosities and aberrations, in particular, may have tainted blood or rancid tasting meat. Dungeon Master's discretion.

Perception and Sensory Capabilities

Abilities

Behirs were known to be expert climbers. They were surprisingly quick, and could outrun the typical human.   Behirs could breath a magical burst of electricity from their mouths, much like a blue dragon. (They themselves were completely immune to damage from electricity.) There were some reports that they were immune to poisons as well.

Civilization and Culture

Major Language Groups and Dialects

Languages

Behirs were capable of speaking both Common and the Draconic language.

History

In 1492 DR, a behir dwelt on the Troglodyte Warrens level of Undermountain.

Historical Figures

Notable Behirs

The lamia noble Transtra kept a behir as a companion, although she had to charm it to do so. Grimlight was a behir who lived in a gorge near the Cold Vale. Longjaws was a powerful behir who served the lich Alokkair. Vozhin was a behir who lived in the corpse of the primordial Petron, in the world of Abeir.

Interspecies Relations and Assumptions

Relationships

Behirs sometimes served the dark Chultan demigod Eshowdow, and were seen as good omens by his followers.   Behirs hated all dragons and would refuse to share any territory with them.

Sources
Source(s):
 
  • Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 25. ISBN 978-0786965614.
  • Rob Heinsoo, Stephen Schubert (May 19, 2009). Monster Manual 2 4th edition. (Wizards of the Coast), pp. 22–23. ISBN 0786995101.
  • Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), p. 25. ISBN 0-7869-2893-X.
  • Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), p. 20. ISBN 1-5607-6619-0.
  • Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 18. ISBN 0-88038-031-4.
  • Tony Jones (April 1990). “The Ecology of the Behir”. In Roger E. Moore ed. Dragon #156 (TSR, Inc.), pp. 101–105.
  • Frank Mentzer (January 1985). “Ay pronunseeAYshun gyd”. In Kim Mohan ed. Dragon #93 (TSR, Inc.), p. 25.
  • Elaine Cunningham (April 2000). The Magehound. (Wizards of the Coast), chap. 7, p. 95. ISBN 978-0-7869-1561-3.
  • Elaine Cunningham (April 2000). The Magehound. (Wizards of the Coast), chap. 3, p. 44. ISBN 978-0-7869-1561-3.
  • Elaine Cunningham (April 2000). The Magehound. (Wizards of the Coast), chap. 7, p. 94. ISBN 978-0-7869-1561-3.
  • Thomas Reid (October 2004). Shining South. (Wizards of the Coast), p. 61. ISBN 0-7869-3492-1.
  • Eric L. Boyd (September 1997). Powers & Pantheons. Edited by Julia Martin. (TSR, Inc.), p. 81. ISBN 978-0786906574.
  • Christopher Perkins (November 2018). Waterdeep: Dungeon of the Mad Mage. Edited by Jeremy Crawford. (Wizards of the Coast), p. 158. ISBN 978-0-7869-6626-4.
  • Steven E. Schend, Sean K. Reynolds and Eric L. Boyd (June 2000). Cloak & Dagger. (Wizards of the Coast), p. 148. ISBN 0-7869-1627-3.
  • Ed Greenwood and Jason Carl (July 2002). Silver Marches. (Wizards of the Coast), p. 9. ISBN 0-7869-2835-2.
  • Richard Baker, Eric L. Boyd, Thomas M. Reid (July 2007). Shadowdale: The Scouring of the Land. (Wizards of the Coast), p. 63. ISBN 07-8694-039-5.
  • Erin M. Evans (2016). The Devil You Know. (Wizards of the Coast), p. 370. ISBN 978-0786965946.
  • Steven E. Schend, Dale Donovan (September 1998). Empires of the Shining Sea. Edited by Julia Martin. (TSR, Inc.), p. 113. ISBN 0-7869-1237-5.
 
 
 

   
Genetic Ancestor(s)
Scientific Name
Animalia, Monstra, Bestial, Scaled One, Lizard, Behir
Origin/Ancestry
Monstrosity (Beast Lizard | Behir)
Lifespan
50‒60 years
Conservation Status
There is no protection for such creatures, and are often hunted when discovered.
Average Weight
4,000 lbs. (1,800 kg)
Average Length
40 ft (12 m)
Geographic Distribution
Related Ethnicities

5E Statistics
Basilisk

 
Size Huge
Type Monstrosity
Alignment Neutral Evil
Challenge Rating 11

General Information

Movement Climbing
Vision Darkvision, Low-light vision
Activity cycle Day
Diet Carnivore
Average lifespan 50‒60 years
Language(s) Common, Draconic
Subraces Halruaan behir
Favored Climate Any
Favored Terrain Any

Appearance

Average length 40 ft (12 m)
Average Weight 4,000 lb (1,800 kg)
Skin color(s) Deep blue to ultramarine with gray-brown bands
Distinctions Serpentine body Twelve legs

History

First appearance The Lost Caverns of Tsojcanth

 
See Also: Behir on Forgotten Realms Wiki

MM, page 25. Also found in TftYP; EGW; CM; JttRC; KftGV. Available in the SRD.

Behir CR: 11 (7,200 XP)

Huge monstrosity, neutral evil
Armor Class: 17 (natural armor)
Hit Points: 168 ( 16d12+64 )
Speed: 50 ft , climb: 40 ft

STR

23 +6

DEX

16 +3

CON

18 +4

INT

7 -2

WIS

14 +2

CHA

12 +1

Skills: Perception +6, Stealth +7   Proficiency Bonus +4
Damage Immunities: Lightning
Senses: darkvision 90 ft, passive Perception 16
Languages: Draconic
Challenge Rating: 11 (7,200 XP)

Actions

Multiattack. The behir makes two attacks: one with its bite and one to constrict   Bite. Melee Weapon Attack: 1d20+10 to hit, reach 10 ft, one target. Hit: 3d10+6 piercing damage.   Constrict. Melee Weapon Attack: 1d20+10 to hit, reach 5 ft, one Large or smaller creature. Hit: 2d10+6 bludgeoning damage plus 2d10+6 slashing damage. The target is grappled (escape DC 16) 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 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 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 6d6 acid 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 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 fe et 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.

The serpentine behir crawls along floors and clambers up walls to reach its prey. Its lightning breath can incinerate most creatures, even as more powerful foes are constricted in its coils and eaten alive.   A behir's monstrous form resembles a combination of centipede and crocodile. Its scaled hide ranges from ultramarine to deep blue in color, fading to pale blue on its underside.   Cavern Predators. Behirs lair in places inaccessible to other creatures, favoring locations where would-be intruders must make a harrowing climb to reach them. Deep pits, high caves in cliff walls, and caverns reached only by narrow, twisting tunnels are prime sites for a behir ambush. A behir's dozen legs allow it to scramble through its lair site with ease. When not climbing, it moves even faster by folding its legs beside its body and slithering like a snake. Behirs swallow their prey whole, after which they enter a period of dormancy while they digest. While dormant, a behir chooses a hiding place where intruders in its lair might overlook it.   Foes of the Dragons. In times long forgotten, giants and dragons engaged in seemingly endless war. Storm giants created the first behirs as weapons against the dragons, and behirs retain a natural hatred for dragonkind. A behir never makes its lair in an area it knows to be inhabited by a dragon. If a dragon attempts to establish a lair within a few dozen miles of a behir's lair, the behir is compelled to kill the dragon or drive it off. Only if the dragon proves too powerful to fight does a behir back down, seeking out a new lair site a great distance away.  
“I've already eaten three giant bats, six troglodytes, and a mind flayer today, but that's okay. Plenty of room in my belly for you and your friends.”  
— Lludd the behir, confronting adventurers in the Lost Caverns of Tsojcanth

Suggested Environments

Environment: Underdark