Keen Smell. A bebilith has advantage on Wisdom (Perception) checks that rely on smell.
Magic Resistance. The bebilith has advantage on saving throws against spells and other magical effects.
Magic Weapons. A bebilith’s weapon attacks are magical.
Rend Armor. When a bebilith hits a creature wearing nonmagical armor or carrying a shield with both claw attacks in the same round, the armor or shield takes a permanent -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to +0 bonus is destroyed. A damaged shield or suit of armor can be repaired by a blacksmith.
Multiattack. A bebilith makes three attacks: one with its bite and two with its claws
Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease. If the saving throw fails, the target takes 22 (4d10) poison damage immediately and becomes poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw and reduce its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.
Claw. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 9) slashing damage.
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Posted Dec 19, 2023I made this adaptation based on the 3.5 edition module 'City of the Spider Queen'. I am currently converting this module to 5th edition right now.