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Behir, Psychoplasmic

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The silver dust that makes up this giant six-legged reptile continuously dissipates into the air, but without depleting the creature's mass.

Psychoplasmic Behir CR 9

XP 4,800
N Huge outsider (augmented magical beast, extraplanar)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +6

DEFENSE

AC 25, touch 11, flat-footed 22 (+3 Dex, +14 natural, –2 size)
hp 105 (10d10+50)
Fort +12, Ref +10, Will +5
DR 5/magic or adamantine; Resist cold 10, fire 10; Immune electricity; SR 14 (psychic spells bypass SR)

OFFENSE

Speed 40 ft., climb 20 ft., fly 60 ft. (fly on Astral Plane only)
Melee bite +15 (2d6+9 plus grab and mindlock)
Space 15 ft.; Reach 10 ft.
Special Attacks breath weapon (20-ft. line, 7d6 electricity damage, Reflex DC 20 for half, usable every 1d4 rounds), constrict (2d6+9), mindlock (DC 15), rake (6 claws +14, 1d4+6), swallow whole (2d8+9 bludgeoning damage, AC 16, 10 hp)

STATISTICS

Str 23, Dex 16, Con 21, Int 11, Wis 14, Cha 12
Base Atk +10; CMB +18 (+22 grapple); CMD 31 (can't be tripped)
Feats Alertness, Cleave, Great Cleave, Power Attack, Weapon Focus (bite)
Skills Climb +14, Knowledge (planes) +10, Perception +8, Stealth +7, Survival +15 (+20 when following tracks); Racial Modifiers +5 Survival when following tracks
Languages Common
SQ compression

SPECIAL ABILITIES

Grab (Ex)

A behir's grab attack works against creatures of any size category. It can constrict the same round it establishes a hold. On any round thereafter that it maintains its hold, the behir can rake the grappled target or swallow it whole.

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