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.

small
humanoid
cr2
tome-of-beasts