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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Behtu/

Behtu

Behtu

Small humanoid, chaotic evil
  • Armor Class 14 (hide armor)
  • Hit Points 52 (8d6+24)
  • Speed 20 ft., climb 20 ft.
  • STR
    17 (+3)
  • DEX
    16 (+3)
  • CON
    16 (+3)
  • INT
    12 (+1)
  • WIS
    11 (+0)
  • CHA
    7 (-2)
  • Saving Throws Dex +5
  • Skills Athletics +5, Stealth +5
  • Damage Resistances cold, fire, lightning
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Behtu, Common, Infernal
  • Challenge 2 (450 XP)

Actions

  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  • Shortspear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  • Fire Breath (Recharge 6). The behtu exhales fire in a 15-foot cone. Each creature in that area takes 21 (5d8) fire damage, or half damage with a successful DC 13 Dexterity saving throw.
  • Ichorous Infusions. Behtu war parties carry 1d6 vials of ichorous infusions. They often ingest an infusion before an ambush. For the next 2d6 rounds, the behtus gain a +4 bonus to their Strength and Constitution scores and quadruple their base speed (including their climb speed). Behtus also take a -4 penalty to their Intelligence and Wisdom scores for the duration of the infusion. A non-behtu character who ingests a behtu infusion becomes poisoned and takes 10 (3d6) poison damage; a successful DC 14 Constitution saving throw against poison reduces damage to half and negates the poisoned condition.

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