Huge Fiend, Chaotic Evil
AC 17    Initiative +6 (16)
HP 189 (18d12 + 72)
Speed 40 ft., Climb 40 ft.
Mod Save
STR 16 +3 +3
DEX 22 +6 +6
CON 18 +4 +8
Mod Save
INT 11 +0 +0
WIS 13 +1 +5
CHA 8 −1 −1
Skills Perception +4, Stealth +10
Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Fire, Poison; Poisoned
Senses Blindsight 30ft, Darkvision 60 ft.; Passive Perception 15
Languages Abyssal, Telepathy Only with its own kind
CR 12 (XP 8,400; PB +4)
Traits

Dark Sight. Magical darkness doesn't impede the bebilith's darkvision.

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.

Actions

Multiattack. The bebilith uses Poisoned Web (if available) and then makes one Bite attack and two Foreleg attacks.

Bite. Melee Attack Roll: +7 , reach 5 ft. Hit: 16 (2d12 + 3) Piercing damage plus 21 (6d6) Poison damage.

Foreleg. Melee Attack Roll: +7 , reach 10 ft. Hit: 21 (4d8+ 3) Slashing damage 

Poisoned Web (Recharge 5–6). Range Attack Roll: +10 , reach 30/60 ft. Hit: 51 [rollable](10d8+ 6);{"diceNotation":"10d8+6", "rollType":"damage", "rollAction":"Poisoned Web", and the target has the restrained condition until free of the web. While restrained, the target takes 9 (2d8) poison damage at the start of each of its turns. The target may use an action to make a DC 17 Strength check and if successful they are freed from the webbing. The webbing can also be attacked and destroyed (AC 12; 10 hit points; immunity to bludgeoning, fire, poison, and psychic damage). If an attack or spell doing fire damage is used on the webbing, the webbing ignites (but is otherwise unharmed). Any creature restrained by the webbing suffers an additional 7 (2d6) fire damage at the start of each of its turn.

 

Stalker's Darkness (3/Day). The bebilith casts darkness.

Bonus Actions

Relentless Hunter. The bebilith may use a bonus action to mark prey that it has damaged. Only one creature can be marked at a time. The bebilith always knows the exact location of the marked prey on the current plane of existence, can't 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.

Habitat: Planar (Abyss)Planar (Lower Planes)Planar (Nine Hells)

HusbyTheHealer

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