Magic Resistance. The bebilith has advantage on saving throws against spells and other magical effects.
Spider Climb. The bebilith can climb difficult surfaces, including upside down, without needing to make an ability check and ignores any movement restrictions caused by webbing.
Web Sense. While in contact with a web, the bebilith knows the exact location of any other creature in contact with the same web.
Web Walker. The bebilith ignores movement restrictions caused by webbing.
Multiattack. The bebilith makes one Bite attack and two Foreleg attacks. It can replace its Bite attack with a use of Poisoned Web (if available).
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d10 + 3) piercing damage, plus 21 (6d6) poison damage. If the poison damage reduces the target to 0 hit points, the target lights on fire and takes 7 (2d6) fire damage at the start of each of its turns until healing is applied to them.
Foreleg. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 3) slashing damage.
Poisoned Web (Recharge 5-6). Ranged Weapon Attack: +10 to hit, range 30/60 ft., one creature. Hit: 36 (8d8) poison damage, and the target is restrained by webbing. While restrained, the target takes 9 (2d8) poison damage at the start of each of its turns. As an action, the restrained target can make a DC 17 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 15; hp 30; immunity to bludgeoning, fire, poison, and psychic damage). Unlike normal webs, fire cannot burn a bebilith's webbing but if used will ignite the web inflicting an additional 3 (1d6) fire damage to trapped targets.
Spellcasting. The bebilith casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:
3/day: darkness
Relentless Hunter. Immediately after dealing damage to a creature with a melee attack, the bebilith marks the creature. Only one creature can be marked at a time. The bebilith always knows the exact location of the marked creature on the current plane of existence, cannot be surprised by it, and has advantage on all attack rolls against it.
Description
Bebiliths, or Creepers of the Abyss, are arachnoid demons that prey upon other demons... though whether they do so out of hunger, cruelty, or a strange compulsion to inflict justice on their chaotic evil kin is unknown. Other demons typically leave the bebilith alone and killing them is considered a great taboo. Further adding to the intrigue of their strange mystique, it is believed several greater demonic beings pay homage to the bebiliths.
Barbed Horrors.
Massive, hulking hunters, bebiliths possess foreleg claws that can carve through the thickest armor like warm butter. They can cast webs imbued with searing green fire, and the venom from their bite causes victims to ignite with green flames that burn them alive from the inside out. While their spiderlike appearance suggests the demon queen Lolth created them, most Abyssal scholars have refuted that theory. Their origins are seemingly lost in time, though most suspect the bebilith are natural predators that roamed the Abyss long before other demons spread across it in their teeming hordes.
Relentless Hunters.
Though they typically feed upon other demons, a bebilith will attack any creature it encounters without hesitation. During the initial strike, they mark their prey using a combination of pheromones and demonic magic. Once marked, a bebilith can track its victim across any distance—the only way to escape pursuit is by killing the bebilith or fleeing the Abyss. Fortunately, bebiliths cannot be summoned to the prime material plane. However, the drow discovered a way to draw their spirits into mechanical, spider-like constructs called retrievers, which they use to hunt or track their enemies.
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