Spectral Death Web. A creature restrained by the Bebilith's web attack or the ]web spell, loses their resistances until they are no longer restrained
Innate Spellcasting. The Bebilith’s innate spellcasting ability is Wisdom (spell save DC 18). The Bebilith can innately cast the following spells, requiring no material components.
3/day each: plane shift (only self and up to one incapacitated creature, which is considered willing for the spell), ]web (4th level)
Spider Climb. The Bebilith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker. The Bebilith ignores movement restrictions caused by webbing.
Danger Sense. The Bebilith has advantage on Dexterity saving throws against effects that it can see, such as traps and spells, unless it is blinded, deafened, or incapacitated.
Multiattack. The retriever makes two reaving claw attacks and uses its necrotic bite or flaming web once, if available.
Reaving Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage, and if the target is a creature wearing armor, carrying a shield, or in possession of a magic item that improves its AC, it must make a DC 18 Dexterity saving throw. On a failed save, one such item worn or carried by the creature (the target’s choice) magically deteriorates, taking a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed.
Flaming Web (Recharge 5–6). Ranged Weapon Attack: +9 to hit, range 10/30 ft., one creature. Hit: 18 (2d8 + 9) fire damage and the target is restrained by webbing. As an action, the restrained target can make a DC 18 Strength check, bursting the webbing on a success. A creature restrained by the webbing takes 9 (2d8) fire damage at the end of their turn. The webbing can also be attacked and destroyed (AC 15; hp 14; vulnerability to radiant damage; immunity to bludgeoning, poison, fire, and psychic damage).
Necrotic Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, the target must repeat this save at the start of each of their turns until the end the effect on a successful save. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Description
Bebilith otherwise known as barbed horrors or creepers of the Abyss, were arachnid demons that, for their own inscrutable reasons, preyed upon other demons. Their kind often roamed the Abyss unimpeded, as their strange mystique caused other demons to leave them alone.
Horrific Spiders. Bebiliths looked like massive, misshapen spiders, with a body the size of a plow horse and legs stretching some 14 feet (4.2 meters). Their tough, chitinous exoskeleton was mottled in coloration, camouflaging their two ton (1814.3 kilograms) forms. Their two forelegs ended in razor sharp barbs, and their fangs dripped globs of odorous liquid. They were seemingly incapable of speech, conducting all their communication in silent telepathy.
Demon Hunters. While some accounts of bebilith behavior claimed they hunted other demons for the fun of it, others purported that they were punishing them. Their targeting system was inexplicable and once they decided on a group to exterminate they would not stop until its utter obliteration, pursuing their targets with cruel, unwavering focus. It was especially confusing, given how almost all tanar'ri were beings of such complete moral bankruptcy, that they had specific targets. While not stupid, their intellects were limited, furthering the incomprehensibility of their actions.
Strange Hunters. Bebiliths had a strange connection with fire, as their webs were resistant, if not on fire when they spun them. After victims died from their venomous bite they had to be quickly blessed to prevent the corpse from bursting into flames. A bebilith's foreleg claws were used to penetrate and rip armor plating from their foes and their strong sense of smell let them track their foes with ease. Their venom was highly perishable and quickly became inert when it touched the air, being particularly effective do to being a form of sludge like necrotic substance. Bebiliths could fire up to 4 webs every day and manipulated them with ease to prevent their foes from escaping. Their other mysterious link was to the Astral Plane, the place they were most likely to plane shift to.
Dangerous Predators. Despite favoring demonic prey, bebiliths would hunt any that was available, attacking them on sight. Normally they attempted to attack a single target while using their webs to cut them off from their companions. They remained in near constant motion, slowing their enemies with webbing. If overwhelmed during combat they first tried to bite their enemies before retreating, hoping their necrotic poison would finish the job. Retreat was normally done through plane shifting to the Astral Plane, and some reports claimed they tried to pull their opponents in with them. However, it was not within a bebilith's power to prevent a foe's escape after entering the plane through similar magic.
Favor of Queen. It was not uncommon for bebiliths to be seen serving Lolth, who was fond of the arachnid demons. They were often found among the other denizens of the Demonweb Pits and were summoned by drow to act as destruction engines or guardians.
Bizzare Status. Even though many demons within the Abyss could easily kill a bebilith, few actually did. Killing a bebilith was taboo and some great demonic beings even paid them homage. It was proposed that bebiliths had an aura marked by some as feelings of melancholy and futility, although this was possibly just due to their fearsome visage. This was proposed as an explanation partially because demons seemingly recognized bebiliths by means other than the conventional senses of sight and sound, meaning only a skilled illusionist could truly copy one. A traveler trying to use the taboo against demon-kind would need either a highly capable magician or to escape into a bebilith's territory while escaping the bebilith itself.
Scarce History. Information on bebiliths was hard to come by as most who came across them didn't manage to stay alive long enough to record it. They were purported to originate from the realm of the Spider Queen Lolth.
Many mages and alchemists had for whatever unproven reason come to the conclusion that their spinnerets could be used in powerful binding magic, with some paying thousands of gold for those who could reacquire them. When the alchemist Brahmadatta attempted to craft a magical net that could contain any entity, he decided that bebilith silk would be the secret ingredient. He wrote his experiences to his old friend Vimalanda, how he stalked a bebilith for approximately two months before drugging it and cutting off three spinnerets. Three months afterwards, Vimalanda went to visit Brahmadatta only to find that his city of Ind had been burnt to the ground by the bebilith. Vimalanda claimed he could feel the spirits of the city's dead flying through the webs, and even after the land was cleared nothing grew where it once stood.
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