Behir, Halruaan (CR -)

Medium Magical Beast
Alignment: Always neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft., low-light vision, scent, and Spot +1


AC: 18 (+1 Dex, +7 natural), touch 11, flat-footed 17
Hit Dice: 5d10+25 (52 hp)
Fort +9, Ref +5, Will +0
Speed: 30 ft., climb 10 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +9
Attack: Bite +9 melee
Full Attack: Bite +9 melee
Damage: Bite 1d6+6 plus 1d4 electricity
Special Attacks/Actions: Breath weapon, constrict 2d6+6 plus 1d4 electricity, rake 1d2+2 plus 1d4 electricity, static discharge
Abilities: Str 18, Dex 13, Con 21, Int 6, Wis 9, Cha 12
Special Qualities: Can't be tripped, immunity to electricity
Feats: Cleave, Power Attack
Skills: Climb +16, Hide +3, and Spot +1
Advancement: 6-9 HD (Medium); 10-15 HD (Large)
Climate/Terrain: Warm hills or any (Halruaa)
Organization: Solitary or pair
Treasure: Standard

Source: Shining South

Combat

A Halruaan behir is likely to rely on its breath weapon when threatened, because hatchlings are often trained not to bite, maul, or crush. Some Halruaan behirs are trained to constrict prey - or intruders - to the point of unconsciousness. Since they emit discharges of electricity when agitated, any form of combat with a Halruaan behir can be dangerous.

Breath Weapon (Su): 20-foot line, once every 10 rounds, damage 7d6 electricity, Reflex DC 17 half. The save DC is Constitution-based.

Constrict (Ex): A Halruaan behir deals 2d6+6 points of damage plus 1d4 points of electricity damage on a successful grapple check. It can make six rake attacks against a grappled foe.

Rake (Ex): Six claws, attack bonus +9 melee, damage 1d2+2 plus 1d4 electricity.

Static Discharge (Ex): When angry or agitated, a Halruaan behir generates electricity with its body. This discharge deals 1d4 points of electricity damage to any creature hit by the behir, touches it, or makes a successful melee attack against it with a natural or metal weapon.

Skills: Halruaan behirs have a +8 racial bonus on Climb checks. A Halruaan behir can always choose to take 10 on climb checks, even if rushed or threatened.