20 (natural armor)
310 (20d20+100)
80 ft., climb 60 ft.
Dex +11, Con +11, Int +6, Cha +8
Perception +9, Stealth +11
necrotic
lightning, poison
charmed, exhaustion, frightened, paralyzed, poisoned
darkvision 120 ft.
Common, Draconic
21
If the behir fails a saving throw, it can choose to succeed instead.
Once on each of its turns when it misses with a claw attack, the behir can make another claw attack as part of the same action.
The behir has advantage on saving throws against spells and other magical effects.
The behir's innate spellcasting ability is Charisma (spell save DC 16). The behir can innately cast the following spells, requiring no components. 2/day each: bestow curse, danse macabre 1/day each: chain lightning, power word stun
The behir exhales a line of lightning that is 60 ft. long and 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
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.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10+8) piercing damage.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (3d6+8) piercing damage.
Melee Weapon Attack: +14 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 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends. Grappled: • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. • The condition ends if the grappler is incapacitated. • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. Restrained: • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. • The creature has disadvantage on Dexterity saving throws.
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.
The behir makes a bite attack.
The behir moves up to its speed.
The behir squeezes the creature it is grappling. The creature takes 15 (2d6 + 8) bludgeoning damage and must succeed on a DC 22 Constitution saving throw or become unable to breathe until the grapple ends.