Huge Fiend (Demon), Chaotic Evil
Armor Class 18
Hit Points 187 (18d12 + 60)
Speed 40 ft., Climb 40 ft.
STR
20 (+5)
DEX
21 (+5)
CON
19 (+4)
INT
6 (-2)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws DEX +10, WIS +7, CHA +7
Skills Athletics +10, Perception +7, Stealth +15
Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 30, Darkvision 120, Passive Perception 17
Languages Telepathy 120 understands Abyssal but does not speak
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Alert. The Bebilith can not be surprised and has advantage on initiative rolls.

Demonbane Weapons. The bebilith's weapon attacks are magical, and it makes all attack rolls against other demons with advantage.

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 on ceilings, without needing to make ability checks.

Web Walker. The bebilith ignores movement restrictions caused by webbing.

Spellcasting. The bebilith's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

At will: hunter's mark

3/day each: enthrall, hold monster

1/day each: wall of fire, plane shift(self only)

Actions

Multiattack. The bebilith makes three attacks: one with its bite and two with its claws. It can replace any of these attacks with its Flaming Web.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage, and the target must make a DC 17 Constitution saving throw. On a failure, they take 18 (4d8) poison damage and become poisoned for 1 minute. If a creature dies while poisoned in this way, its corpse bursts into flames and disintegrates into ash within 1d4 rounds. On a successful save, the creature takes half as much damage and is not poisoned.

Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. On a critical hit, if the target is wearing armor or a shield, one of them (bebilith's choice) takes a permanent and cumulative -2 penalty to their AC bonus. If the object is magical, there is a 50 percent chance that it is unaffected. If the armor or shield no longer offers any bonus to their AC, that item is dissolved.

Flaming Web (Recharge 5 - 6). RangedWeapon Attack: +10 to hit, range 30/60 ft., one target. Hit: 9 (2d8) fire damage and the target is restrained in molten webbing. Unless freed, the target takes 9 (2d8) damage at the start of each of the bebilith's turns. As an action, a creature restrained in the webbing can make a DC 17 Strength check to break out of the webbing. The webbing can also be attacked and destroyed (AC 12; HP 20: immunity to bludgeoning, piercing, fire, poison, and psychic damage).

Description

Bebiliths looked like massive, misshapen spiders, with a body the size of a plow horse and legs stretching some 14 feet (4.3 meters). Their tough, chitinous exoskeleton was mottled in coloration, camouflaging their 2 tons (1,800 kilograms) of mass. 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.

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. Exactly how a tanar'ri, one of the cruelest and most unpredictable beings in the multiverse, drew their ire was also unknown. While not stupid, their intellects were limited, furthering the incomprehensibility of their actions.

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. 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.

Bebilith Lore

Arcana DC 20: 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.

veryzxcvbnm

Comments

Posts Quoted:
Reply
Clear All Quotes