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.