Creature Reference Back to Creatures

Behir Magus

Huge · Monstrosity · CR 12 · Chaotic Evil

Armor Class
16
Hit Points and Hit Dice
168 (16d12+64)
Challenge Rating CR
12

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
14
+2
CON
18
+4
INT
10
+0
WIS
16
+3
CHA
12
+1

Overview

Category Monsters
Size Huge
Type Monstrosity
Alignment Chaotic Evil
XP 8400
Initiative Bonus +2

Movement

Walk 60 ft (18.3 m)
Swim 40 ft (12.2 m)
Climb 40 ft (12.2 m)
Crawl 30 ft (9.1 m)

Senses

Darkvision 90 ft (27.4 m)
Passive Perception 17

Saving Throws

Dexterity +6 Intelligence +4 Wisdom +7

Skills

Athletics +9 Perception +7 Stealth +6

Languages

Common, Draconic

Resistances & Immunities

Damage Immunities
lightning

Traits

Serpentine

The behir can move through a space as narrow as 5 feet wide, vertical or horizontal, at full speed, without squeezing.

Spider Climb

The behir can use its climb speed even on difficult surfaces and upside down on ceilings.

Actions

Bite

+10 to hit, reach 10 ft (3 m). Hit: 3d12+5 acid damage.

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) piercing damage. If the target is a Medium or smaller creature grappled by the behir and the behir has not swallowed anyone else the target is swallowed. A swallowed creature is blinded and restrained it has total cover from attacks from outside the behir and it takes 21 (6d6) acid damage at the start of each of the behirs turns.

Constrict

+10 to hit, reach 5 ft (1.5 m). Hit: 3d10+5 bludgeoning damage.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. The target is grappled (escape DC 17) and restrained while grappled. The behir can grapple two creatures at once.

If a swallowed creature deals 30 or more damage to the behir in a single turn, or if the behir dies, the behir vomits up the creature

Lightning Breath

Recharge 5–6

The behir breathes a line of lightning 5 feet wide and 20 feet long. Creatures in the area make a DC 16 Dexterity saving throw taking 56 (16d6) lightning damage on a failed save or half damage on a success.

Multiattack

The behir makes a bite attack and then a constrict attack.

Reactions

Blindness

1/day

When struck by a ranged or area attack by a creature within 60 feet that it can see, the behir forces the attacker to make a DC 13 Constitution saving throw. On a failure, the creature is magically blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns.

Drain Charge

1/day

When subjected to lightning damage, the behir takes no damage, and the attacker or caster takes necrotic damage equal to the lightning damage dealt.

Invisibility

1/day

When damaged by an attack, the behir magically becomes invisible for 1 minute or until it makes an attack.

Vengeful Breath

1/day

When struck by a melee attack, the behir immediately recharges and uses Lightning Breath, including the attacker in the area of effect.

About Behir Magus

Behir Magus is a huge monstrosity with a Challenge Rating of 12. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 168 hit points (derived from 16d12+64).

Behir Magus has communication capabilities including Common, Draconic. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Behir Magus

3 tips available

When using Behir Magus in your D&D 5e campaign, consider these tactical approaches:

  • Climbing Advantage: This creature can climb at 40 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
  • Aquatic Combat: This creature can swim at 40 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
  • Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.

Player Guide: Facing Behir Magus

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Climbing Defense: This creature can climb at 40 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
  • Aquatic Combat Defense: This creature can swim at 40 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
  • Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 12.

Solo Encounter:

A single character of level 16 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 15,600 XP
  • Hard: 23,400 XP
  • Deadly: 31,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Behir Magus?
Behir Magus has a Challenge Rating of 12, making it appropriate for parties of level 12.0.
What type of creature is Behir Magus?
Behir Magus is a Huge Monstrosity, which affects how certain spells and abilities interact with it.
What languages does Behir Magus speak?
Behir Magus can communicate in Common, Draconic.

Related D&D 5e Content

Related Creatures