Children of the Behir (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Draconigeno

04-24-06, 10:43 AM
This particular monster is the end result of a discussion in which a player wanted to play a behir. I refused due to the Behir's size, rough physical proportions limiting usable gear and likely LA. Their counter 'Well can't you just make a humanoid version of it?'.

Bear in mind that I tend to format stat-blocks for any monsters I do slightly different from Wizards of the Coast.

Vrak-Behir
Medium Monstrous Humanoid (Dragonblood)

Hit Dice: 2d8+2 (11 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares), Climb 15 ft. (3 squares)
Armor Class : 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +2/+3
Attack: Bite +3 melee (1d4+1) or Claw +1 melee (1d3+0) or Spear +3 melee (1d8+1)
Full Attack: Bite +3 melee (1d4+1) or 4 Claws +1 melee (1d3+0) or Spear +3 melee (1d8+1)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Breath Weapon
Special Qualities: Darkvision 60 ft., Low-light vision, Light Sensitivity
Saves:
Fort: +1 (Base +0, Con +1)
Ref: +4 (Base +3, Dex +1)
Will: +3 (Base +3, Wis +0)
Abilities:
Str: 13
Dex: 12
Con: 13
Int: 8
Wis: 10
Chr: 12
Skills: Balance +3, Climb +9, Craft (Any) +2, Disable Device +1, Jump +4, Listen +1, Spot +1, Swim +3, Use Rope +4
Feats: Multiattack

Environment: Warm Hills
Organization: Gang (2-3), band (6-10 plus 50% noncombatants plus 1 leader of 3rd-6th level), or tribe (30-60 plus 2 lieutenants of 3rd-6th level and 1 leader of 4th-10th level), Colony (50-100 plus 4 lieutenants of 3rd-6th level and 1 leader of 4th-10th level plus 1-5 Behir)
Challenge Rating: 2
Treasure: Standard
Alignment: Often Neutral (Any)
Advancement: By Class
Level Adjustment: +3

The squad of orcs has your group surrounded. They brandish their spears and hurl jeers, taunts and what you hope is merely trash at your group. The orcish leader, his less bestial features marking him as a half-orc, in particular seems to covet your groups shiny weapons- to say nothing of the females in your group. As he gives the order to attack, a large group of reptilian beings storm over the hill and swarm the orcs. In passing their resemble lizardfolk but their faces are draconic and their bodies and necks are slightly elongated. Most surprising of all are the second and sometimes third set of arms below their main arms. After the bloody battle the reptilian leader, astride a behir informs the group that the orcs were killed for trespassing on the colony's territory and that your group has two days to recouperate and leave before you and your group meet the same fate.

Half-behir, behir-kin, children of the behir, all are names used to describe the reclusive vrak-behir. No one knows where they are from nor how they originated. They seem to pop up in random locations of remote wilderness and set up colonies, most often in the presence of a small family of behir. Vrak-behir are largely non-agressive and almost never seek out confrontation but woe to those whom violate their territorial borders without reason or to attempt to seek out confrontation with them. With their leaders astride their behir mounts, the vrak-behir fall upon intruders with a speed that orcish hoards would do right to envy. Tresspassers are questioned and those whom are just passing through or unknowingly attempted to settle the area without the tribes permission are allowed to go free. Those whom invade the territory to despoil it or attack the vrak-behir are dealt with as harshly as possible, even up to killing the tresspassers. Those settlers whom obtain the vrak-behir's permission to settle in their territory reap two benifits. First the territory of vrak-behir are largely empty of goblinoids or other hostile humanoids which might threaten the settler's home. Second the settlers are commonly inducted into the tribe and offered the same protection as any tribal members so long as they do nothing to harm the tribe's home territory.

Vrak-behir are taller than lizardfolk or half-orcs, averaging 7-8' tall but weigh just 200-250 lbs. Their limbs are as long as those of most humanoids but they seem slightly smaller due to the length of body in relation to the length of limb. Vrak-behir are covered with small scales that range in color from ultramarine to deep blue with stripes and bands of a metallic green or copper. Their bellies are pale blue and covered with tiny scales that make the skin on the belly supple as fine leather. Their backs and upper extremities are covered with thick, band-like scales that tend to be a darker shade than the scales on their sides and forelimbs. Vrak-behir have from four to six pairs of arms but lack the ability to use more than two pairs in combat at any given time. Vrak-behir have a two rows of wicked looking spikes, one on each side of the head and neck, going from the top of the head to the shoulders. The more spikes a vrak-behir has, the older the individual is and the spikes are kept clean and shining to advertise age and prowess to other vrak-behir.

Vrak-behir speak Draconic and Common. More intelligent individuals might also learn Dwarven, Goblin, Halfling, Orc or Terran.

COMBAT
Vrak-behir most often fight as unorganized individuals but particularly charismatic leaders can train them to fight as a unit. When fighting as individuals, they tend to fight with by dropping from trees and rock outcroppings onto enemies. Once they have begun fighting the enemy force, they will use their breath weapons against the most formidible opponents then their claws and weapons against weaker opponents. When led by a charismatic individual with some knowledge of tactics then they can be downright formidible. Often in these circumstances they think ahead, baiting their enemies into areas where their climbing and swimming ability allows them to attack then retreat beyond enemy reach.
Breath Weapon (Su): 20-foot line, once per day, damage 6d8 electricity, Reflex DC 14 half. The save DC is Constitution-based.
Light Sensitivity (Ex): Vrak-behir are dazzled in bright sunlight or within the radius of a daylight spell.


Skills: Their tails give vrak-behir a +2 racial bonus to Balance, Jump and Swim checks. Their secondary arms give vrak-behir a +2 racial bonus to Craft, Disable Device and Use Rope checks.

CHARACTERS
+2 Strength, +2 Dexterity, +2 Constitution, +2 Charisma, -2 Intelligence
Size: As Medium creatures, vrak-behir have no special bonuses or penalties due to their size.
Speed: Vrak-behir base land speed is 30 ft., they Climb with a speed of 15 ft.
Special Attacks (see above):
Breath Weapon (Su): 20-foot line, once per day, damage 6d8 electricity, Reflex DC 12 half. The save DC is Constitution-based.
Special Qualities (see above):
Darkvision (Ex): Vrak-behir can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and vrak-behir can function just fine with no light at all.
Low-Light Vision (Ex): A vrak-behir can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Light Sensitivity (Ex): Vrak-behir are dazzled in bright sunlight or within the radius of a daylight spell.
Racial Hit Dice: A vrak-behir begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
Racial Skills: A vrak-behir’s monstrous humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Balance, Climb, Craft (any), Disable Device, Jump, Swim and Use Rope. Vrak-behirs have a +2 racial bonus to Balance, Jump, Swim, Craft, Disable Device and Use Rope checks.
Racial Feats: A vrak-behir’s monstrous humanoid levels give it one feat.
Weapons/Armor Proficiency: Vrak-behir are proficient with Simple weapons. Due to their extra limbs and slightly elongated body, vrak-behir are never proficient with Armor.
Natural Armor Bonus: +6 Natural AC
Automatic Languages: Common and Draconic
Bonus Languages: Dwarven, Goblin, Halfling, Orc, Terran
Favored Class: Ranger
Level Adjustment: +3
savant_warlord13

04-24-06, 11:12 AM
that breath weapon does an awful lot of damage there
Spike_Fightwicky

04-24-06, 11:17 AM
I agree with SavantWarlord on the breath weapon (6d8 at CR 2 will ravage non-fighter types).

ALso,

Abilities:
Str: 13
Dex: 12
Con: 13
Int: 8
Wis: 13
Chr: 12

CHARACTERS
+4 Strength, +4 Constitution, +2 Charisma, -2 Intelligence

- His Abilities on his stat bloc don't match up to his racial stats. If he's really meant to have +4 str and +4 con, his stat bloc should read:

Abilities:
Str: 15
Dex: 12
Con: 15
Int: 8
Wis: 13
Chr: 12
Draconigeno

04-24-06, 08:21 PM
that breath weapon does an awful lot of damage there

I agree with SavantWarlord on the breath weapon (6d8 at CR 2 will ravage non-fighter types).

I based the damage for the breath weapon on that from the half-dragon template *at 20 foot range it's a third the range of a similar breath weapon*. I also kept the 1/day usage from the half-dragon template.

His Abilities on his stat bloc don't match up to his racial stats.

Sorry about that, the character's racial ability modifiers were from an earlier (more munchkin-esque) version. I'll fix the racial ability mods momentarily.