Behtu

_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 vol

Armor class
14
Hit points
52
Challenge
2
Creature type
Humanoid
Size
Small
Alignment
chaotic evil

_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.

Stat block

Cha
7
Con
16
Dex
16
Int
12
Str
17
Wis
11
Speed
Walk: 20; Climb: 20
Senses
darkvision 60 ft., passive Perception 10
Skills
Stealth: 5; Athletics: 5
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.
Languages
Behtu, Common, Infernal
Saving throws
Dexterity: 5
Damage resistances
cold, fire, lightning

Source and licence

From Tome of Beasts.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.