Disadvantage when hiding from a Behir. Moving creatures within 6 spaces can never be hidden from a Behir.
The Behir is vulnerable to lightning damage. The attacker also takes 2d12 lightning damage (ignores armor) and becomes Dazed.
- •Electric Discharge.
(1 use, AoE, Reach 16) ALL others take 2d12+10 lightning damage and are knocked Prone. STR-Save DC 16: Electric Spasm, flying targets fail automatically.
- •Move 3, then Constrict.
2d12+6. On damage: Grappled (DC 16 to end). While grappled a creature takes 20 at the end of their turn.
- •Move 3, then Bite.
(Reach 3) 2d12+6.
At 160 HP recharge Electric Discharge.
The Behir is dying! 120 more damage and it is dead. Until then, whenever it is hit in melee, the attacker takes 1d12 lightning damage (ignores armor).
Condition Electric Spasm. At the start of your turn you fall Prone. Ending a turn without using the Move action ends the Condition. The Condition also ends, when you are no longer Charged.