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)
Damage Resistances
cold, fire, lightning
Senses
darkvision 60 ft., passive Perception 10
Saving Throws
Dex +5
Skills
Athletics +5, Stealth +5
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.