Bebilith

MapTool Token

NameBebilith
Sorted NameBebilith
FamilyDemon
Size and TypeHuge Outsider (Chaotic, Extraplanar, Evil)
Hit Dice Count12
Hit Dice12d8+96 (150 hp)
Random Hit Points12d8+96 - 96
Initiative+5
Speed40 ft. (8 squares), climb 20 ft.
Armor Class22 (-2 size, +1 Dex, +13 natural), touch 9, flat-footed 21
Base Attack/Grapple+12/+29
Attack

Bite +19 melee (2d6+9 plus poison) or web +11 ranged

Full Attack

Bite +19 melee (2d6+9 plus poison) and 2 claws +14 melee (2d4+4); or web +11 ranged

Space/Reach15 ft./10 ft.
Special AttacksPoison, rend armor, web
Special Qualities

Damage reduction 10/good, darkvision 60 ft., plane shift, scent, telepathy 100 ft.

SavesFort +16, Ref +9, Will +9
AbilitiesStr 28, Dex 12, Con 26, Int 11, Wis 13, Cha 13
Skills

Climb +24, Diplomacy +3, Hide +16, Jump +28, Listen +16, Move Silently +16, Search +15, Sense Motive +16, Spot +16, Survival +1 (+3 following tracks)

Feats

Cleave, Improved Initiative, Improved Grapple, Power Attack, Track

EnvironmentA chaotic evil-aligned plane
Challenge Rating10
Organization

Solitary

TreasureNone
AlignmentAlways chaotic evil
Advancement13-18 HD (Huge); 19-36 HD (Gargantuan)
Level Adjustment-
VersionSRD
SourcesSystem Reference Document
Stat_Block

Bebilith; CR 10; Huge outsider (chaotic, extraplanar, evil); HD 12d8+96; hp 150; Init +5; Spd 40 ft. (8 squares), climb 20 ft.; AC 22 (-2 size, +1 dex, +13 natural), touch 9, flat-footed 21; Base Atk +12; Grp +29; Atk +19 melee (2d6+9 plus poison, bite) or +11 ranged (web); Full Atk +19 melee (2d6+9 plus poison, bite) and +14 melee (2d4+4, 2 claws) or +11 ranged (web); Space/Reach 15 ft./10 ft.; SA Poison, rend armor, web; SQ Damage reduction 10/good, darkvision 60 ft., plane shift, scent, telepathy 100 ft.; AL CE; SV Fort +16, Ref +9, Will +9; Str 28, Dex 12, Con 26, Int 11, Wis 13, Cha 13

Skills and Feats: Climb +24, Diplomacy +3, Hide +16, Jump +28, Listen +16, Move Silently +16, Search +15, Sense Motive +16, Spot +16, Survival +1 (+3 following tracks); Cleave, Improved Grapple, Improved Initiative, Power Attack, Track

Bebilith

Bebilith
Huge Outsider (Chaotic, Extraplanar, Evil)
Hit Dice:
12d8+96 (150 hp)
Initiative:
+5
Speed:
40 ft. (8 squares), climb 20 ft.
Armor Class:
22 (-2 size, +1 Dex, +13 natural), touch 9, flat-footed 21
Base Attack/Grapple:
+12/+29
Attack:
Bite +19 melee (2d6+9 plus poison) or web +11 ranged
Full Attack:
Bite +19 melee (2d6+9 plus poison) and 2 claws +14 melee (2d4+4); or web +11 ranged
Space/Reach:
15 ft./10 ft.
Special Attacks:
Poison, rend armor, web
Special Qualities:
Damage reduction 10/good, darkvision 60 ft., plane shift, scent, telepathy 100 ft.
Saves:
Fort +16, Ref +9, Will +9
Abilities:
Str 28, Dex 12, Con 26, Int 11, Wis 13, Cha 13
Skills:
Climb +24, Diplomacy +3, Hide +16, Jump +28, Listen +16, Move Silently +16, Search +15, Sense Motive +16, Spot +16, Survival +1 (+3 following tracks)
Feats:
Cleave, Improved Initiative, Improved Grapple, Power Attack, Track
Environment:
A chaotic evil-aligned plane
Organization:
Solitary
Challenge Rating:
10
Treasure:
None
Alignment:
Always chaotic evil
Advancement:
13-18 HD (Huge); 19-36 HD (Gargantuan)
Level Adjustment:
-

Bebiliths are enormous, predatory, arachnid demons that hunt other demons. A bebilith has a body the size of a plow horse, with legs spanning more than 14 feet. It weighs more than two tons.

Bebiliths understand but do not speak Abyssal. Their telepathy allows them to communicate silently with one another.

Combat

A bebilith attacks any creature it sees. It usually picks one target and concentrates its attacks on that opponent, using its webs to isolate the target from its comrades. Should the bebilith become overwhelmed by tougher opponents, it often attempts to bite one or more of its victims and retreats, allowing its poison to do its work.

A bebilith's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Poison (Ex): Injury, Fortitude DC 24, initial damage 1d6 Con, secondary damage 2d6 Con. Bebilith venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air. The save DC is Constitution-based.

Rend Armor (Ex): If a bebilith hits with both claw attacks, it pulls apart any armor worn by its foe. This attack deals 4d6+18 points of damage to the opponent's armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.

Web (Ex): A bebilith can throw a web up to four times per day. This is similar to an attack with a net but has a maximum range of 30 feet, with a range increment of 10 feet. This attack is effective against targets of up to Gargantuan size. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 24 Escape Artist check or burst the web with a DC 24 Strength check. The check DCs are Constitution-based. The web has 14 hit points and hardness 0. There is a 75% chance that the webbing will not burn if any sort of fire is applied to it (check each round).

Plane Shift (Su): This ability affects only the bebilith. It is otherwise similar to the spell (caster level 12th).

Skills: A bebilith has mottled coloration that gives it a +8 racial bonus on Hide checks.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Bite +19 melee (2d6+9 plus poison) or web +11 ranged, or Bite +19 melee (2d6+9 plus poison) and 2 claws +14 melee (2d4+4); or web +11 ranged

feats: CLEAVE, IMPROVED INITIATIVE, IMPROVED GRAPPLE, POWER ATTACK, TRACK, ,