Val CHA Cost Roll Notes 35 STR 25 16- Lift 3200 kg; 7d6 HTH Damage [3] 22 DEX 36 13- OCV: 7/DCV: 7 23 CON 26 14- 18 BODY 16 13- 8 INT -2 11- PER Roll 11- 5 EGO -10 10- ECV: 2 25 PRE 15 14- PRE Attack: 5d6 8 COM -1 11- 16 PD 9 Total: 16 PD (4 rPD) 16 ED 11 Total: 16 ED (16 rED) 4 SPD 8 Phases: 3, 6, 9, 12 12 REC 0 46 END 0 48 STUN 0 Total Characteristics Cost: 133 Movement: Running: 8"/16" Leaping: 0"/0" Swimming: 3"/6" Cost Powers & Skills 7 Constriction: +15 STR; Only for Grabs (-1), END 1 20 Bite: HKA 1d6+1 (2 1/2d6 w/STR), END 2 8 Talons: HKA 1/2d6 (1d6+1 w/STR); Reduced Penetration (-1/4), END 1 7 Flurry of Strikes: Naked Advantage: Autofire (5 shots; +1/2) for up to 20 Active Points of HKA; Must Follow Grab (-1/2), END 1 27 Lightning Bolt: Killing Attack - Ranged 2d6, Area Of Effect (3" Line; +1); 1 Recoverable Charge (-1 1/4), [1 rc] 20 Immune to Lightning: Armor (0 PD/20 ED); Only Versus Lightning (-1/2) 40 Immune to Lightning: Energy Damage Reduction, Resistant, 75%; Only Versus Lightning (-1/2) 4 Thick Scales: Damage Resistance (4 PD/4 ED) 4 Immune to Lightning: Damage Resistance (12 ED); Only Versus Lightning (-1/2) 18 Heavy: Knockback Resistance -9" 10 Immune to Poison: LS (Immunity: All terrestrial poisons and chemical warfare agents) 4 Slithers Swiftly: Running +2" (8" total), END 1 1 Slithers Swiftly: Swimming +1" (3" total), END 1 5 Infravision: Infrared Perception (Sight Group) 8 Excellent Climber: Clinging (normal STR); Cannot Resist Knockback (-1/4) 6 Twelve Legs: Extra Limb (8), Inherent (+1/4) Skills 10 +2 with HTH Combat 2 +1 with Flurry of Strikes 3 Climbing 13- 2 Concealment 11-; Self Only (-1/2) 3 Stealth 13- Total Powers & Skill Cost: 209 Total Cost: 342 75+ Disadvantages 10 Physical Limitation: Huge, upt to eight times human size (40' Long, -6 DCV, +6 PER rolls to perceive) (Frequently, Slightly Impairing) 10 Physical Limitation: Near Human Intelligence (Frequently, Slightly Impairing) 5 Physical Limitation: Reduced Leap, cannot leap (Infrequently, Slightly Impairing) 15 Physical Limitation: Very Limited Manipulation (Frequently, Greatly Impairing) 227 Experience Points Total Disadvantage Points: 342
Ecology: This snakelike creature is normally found in subterranean lairs, dismal swamps, dank forests, and the like. They have no set territories, and range widely in search of food, which in the behir's case is anything smaller than itself. Normally solitary, behir only gather together when it’s mating season, in which case an unlucky group of adventurers might find two (or more) at once.
Personality/Motivation: Typical animal motivations. Behir are intelligent (after a fashion) and known for their cunning.
Powers/Tactics: Equipped with a dozen legs and a snakelike body, the behir can climb with ease, or fold its legs in and snake along the ground (or through water). When attacking prey, they normally bite first, and will often bite, hold on (performing a Grab per page 31 of the HERO System Bestiary), and then rake their prey with a flurry of claw strikes. The behir may also squeeze its prey in a manner similar to a constrictor snake, and will usually combine all of these tactics into a single Multiple Power Attack. If facing a large and/or dangerous foe, the behir will generate a 20' long bolt of electricity, which will from a lethal arc between the behir and its target.
Appearance: A full 40 feet in length, the behir has a snakelike body, a long crocodilian head, and a dozen legs ending in sharp claws. Thick bands of scales cover the back, while the stomach is plated with smaller scales. Behir tend to be deep blue to ultramarine in color, with a pale blue belly. When discharging a bolt of lightning, they tend to light up from the inside.
Designer's Notes: The behir is found in the 1st Edition AD&D Monster Manual II. They can swallow prey whole, and will do Strong Swallowing Damage if they do so. To make the behir more dangerous, make the Area of Effect a 12" Line instead of the listed 3".
Return to Creatures From Role-Playing Games