Free interactive D&D 5e SRD stat block

Behir

Huge Monstrosity, CR 11, AC 17, 168 HP. Neutral Evil.

Huge Monstrosity, Neutral Evil

AC
17
Initiative
+3 (13)
HP
168 (16d12+64)
Speed
50 ft., Climb 50 ft.
ScoreModSave
STR 23 +6 +6
DEX 16 +3 +3
CON 18 +4 +4
INT 7 -2 -2
WIS 14 +2 +2
CHA 12 +1 +1
Skills
Perception +6 , Stealth +7
Immunities
Lightning
Senses
Darkvision 90 ft.; Passive Perception 16
Languages
Draconic
CR
11 (XP 7,200; PB +4)

Actions

Multiattack. The behir makes one Bite attack and uses Constrict.

Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 19 (2d12+6) Piercing damage plus 11 (2d10) Lightning damage.

Constrict. Strength Saving Throw: DC 18, one Large or smaller creature the behir can see within 5 feet. Failure: 28 (5d8+6) Bludgeoning damage. The target has the Grappled condition (escape DC 16), and it has the Restrained condition until the grapple ends.

Lightning Breath (Recharge 5-6). Dexterity Saving Throw: DC 16, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 66 (12d10) Lightning damage. Success: Half damage.

Bonus Actions

Swallow. Dexterity Saving Throw: DC 18, one Large or smaller creature Grappled by the behir (the behir can have only one creature swallowed at a time). Failure: The behir swallows the target, which is no longer Grappled. While swallowed, a creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the behir, and takes 21 (6d6) Acid damage at the start of each of the behir's turns.
 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 in a space within 10 feet of the behir and has the Prone condition. If the behir dies, a swallowed creature is no longer Restrained and can escape from the corpse by using 15 feet of movement, exiting Prone.

How to run Behir

A behir is an ambush predator built like a centipede with a dragon's head, and it fights from above. Climb 50 feet means it should be on the cavern ceiling or coiled around a stalactite when the party arrives, not standing in the middle of the room. Stealth +7 against a Passive Perception that ignores it (Darkvision 90, Perception +6) means the party walks in, sees nothing, and rolls initiative when the lightning hits.

Open with Lightning Breath. 12d10 in a 90-foot line by 5 feet wide, DC 16 Dex, averages 66 damage. Position the line down a corridor or marching column so it catches three or four PCs at once. The DC is the soft spot of this stat block (the casters will probably save), but a paladin in plate at +1 Dex eats the full hit. After the breath, drop from the ceiling and use Multiattack: one Bite at +10 for 30 damage (piercing plus lightning), and Constrict at DC 18 Str for 28 bludgeoning, Grappled at escape DC 16, Restrained until the grapple ends. On the next turn, Swallow as a bonus action against the grappled target. DC 18 Dex on the failure puts a PC inside the behir taking 21 acid a turn with Total Cover from outside help.

Manage the swallow risk before you use it. The behir can hold one creature at a time, and 30 damage in a turn from inside forces a DC 14 Con regurgitate. A barbarian raging with a greataxe will pop back out, prone, in one turn. A wizard will not. Pick your meal accordingly. If Lightning Breath recharges and the rest of the party has spread out, drop the swallowed PC, breathe again, and start over.

Behirs are cowards when outmatched. Once Bloodied with no breath weapon online, climb back up to the ceiling and slither into a crack the party cannot follow. Leave the swallowed PC behind on the floor, half-digested. The party gets a rescue scene, not a corpse.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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