Behir, Young

Family: Behir

Large monstrosity, chaotic evil

Armor Class 16 (natural armor)
Hit Points 112 (15d10 + 30); Wound Threshold 28
Speed 40 ft., climb 30 ft.

17 (+3) 18 (+4) 15 (+2) 7 (-2) 12 (+1) 10 (+0)

Skills Perception +4, Stealth +7
Damage Immunities lightning
Condition Immunities frightened
Senses darkvision 90 ft., passive Perception 14
Languages Behir, Undercommon
Challenge 8 (3,900 XP)


  • Multiattack. The behir makes two attacks: one with its bite and one with its tail, or two playful swipes.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.
  • Lightning Breath (Recharge 5-6). The behir exhales a line of lightning that is 15 feet long and 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 45 (10d8) lightning damage on a failed save, or half as much damage on a successful one.
  • Playful Swipe. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.
  • Tail. Melee Weapon Attack: +6 to hit, reach 10 ft. Hit: 12 (2d8 + 3) bludgeoning damage plus 12 (2d8 + 3) slashing damage. If the target is Large or smaller, it must make a successful DC 14 Strength saving throw or be knocked prone.


Far less dangerous than their adult counterparts, young behirs nevertheless represent a considerable threat. In fact, they have so few predators that offspring are left on their own just a few weeks after birth. More curious and less violent than their mature kin, they’re occasionally willing to look at humanoids with some measure of friendliness- just long enough to learn Undercommon and understand the world around them. Do not be fooled however: they remain cruel predators.

Some behirs from agreements with the more savage tribes. They then become the executioners of ruthless judiciary systems. They sometimes have arenas or sinister pits carved out for them, into which their victims are dropped. The layout may be simple, or a veritable maze in which one could wander for hours. The judges may tell the convict that there’s an exit, and that they’ll be pardoned if they manage to escape. The behir itself may deign to spare some of its prey, while making sure any survivors are so few in number and so traumatized by the experience that people will live in terror of it, which seems to bring it great pleasure.

Behirs are certainly arcane creations, going back to the era of the Fated Kings. A wizard named Beh’Irren designed this monstrous species.

Beh’Irren may have been a drow living in the Netherworld deep beneath the Drakenbergen.

Their goal was to create a supreme guardian for their domain. However, Beh’Irren was confronted with a challenge. He (or she) was dead set on having a behir capable of speech and of understanding orders, but such an intelligent creature would be open to emotions, and might take pity on any intruders.

The ability to feel fear is indissociable from being able to recognize fear in others. This was also intimately linked with empathy and altruism. Beh’Irren decided to completely suppress their creation’s ability to feel fear in order to remove this flaw.

The experiment succeeded to an extent: without experiencing fear, behirs could no longer recognize it. Many believe that behirs take pleasure in instilling fear, but in reality, they’re simply amused by the erratic behavior caused by extreme terror. They enjoy what they gain by threatening others, seeing these methods as effective and easy to use.

From this unfortunate tale, we should note that Beh’Irren never obtained the guardians they desired, because they ended up being killed and devoured. Their lair was then charged with magic, meaning time had little impact on its state of decay, despite the centuries. It may still be possible to find Beh’Irren’s work there and learn how to restore the behirs’ sense of fear and empathy. Even if it’s a perilous quest, it’s no doubt easier than trying to exterminate these creatures.

The behir is a fascinating creature, possessing swift flexibility like a bright blue snake, and many legs with which it can cling to any rocky surface. It prefers the underground, gorges, and caves, but may also venture above ground, preferably in dark undergrowth or at night.

Passion for the Hunt

A behir’s existence is devoted to hunting, which it does in a manner similar to cats. It locates prey, ensures they have no escape, and toys with them. It tries to scare them with falling rocks, strange hooting, fleeting apparitions… Its victims’ nerves are viciously put to the test. It prefers to attack lone travelers (those off scouting, tending to biological needs, fetching water…), before hiding and savoring the resulting echoing sounds of panic. It also uses the Choosing your victory rule to frighten or stun instead of killing. After a while, when it gets bored, feels threatened, or its appetite gets worked up, it ramps up the violence to brutally end the game.

After amusing itself in this manner for a while, it will eventually strike. In this clash, the behir holds back its deadly abilities to avoid killing its victims too quickly. It uses Multiattack with two playful swipes instead of its normal attacks:

Playful Swipe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) bludgeoning damage.

Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

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