Behtu — fantasy monster illustration. Behtu is a small humanoid (Challenge Rating 2).

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Behtu

Small Humanoid, chaotic evil

AC
14
HP
52
Speed
20
CR
2

With the face of a mandrill and the tusks of a great boar, these ferocious half-ape, half-human pygmies have demon blood flowing in their veins. Only the desperate or the suicidal travel to their volcanic temple-islands.
A demon lord bred the cruelty of a demon with the cunning of a human and the ferocity of an ape into his people, the behtu (BAY-too), who carry his worship from island to island.
Temple Builders. The behtus raise shrines to their demon lord wherever they go. Some are kept and prosper, while others fall into decay and return to the jungle.
Ichor Drinkers. In his volcanic temples, the demon lord’s idols weep his ichorous demon blood, which the behtus use to create infusions that give them inhuman strength and speed. The behtus also use the infusions to etch demonic tattoos that grant them infernal powers and protection.
Scaly Mounts. The behtus breed demonic iguanas as war mounts (treat as giant lizards). The most powerful behtu sorcerers and druids have been known to ride large crimson drakes and small flame dragons as personal mounts.


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 Stealth +5, Athletics +5

Damage Resistances cold, fire, lightning

Senses darkvision 60 ft., passive Perception 10

Languages Behtu, Common, Infernal

Challenge 2


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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Behtu — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022