Bebilith (3.5e Monster)
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|Size/Type:||Huge Outsider (Chaotic, Extraplanar, Evil, Tanar'ri)|
|Hit Dice:||10d8+80 (125 hp)|
|Speed:||50 ft. (10 squares), climb 50 ft.|
|Armor Class:||22 (-2 size, +2 Dexterity, +12 natural), touch 13, flat-footed 16|
|Attack:||Claw +17 melee (2d6+9), bite +15 3d6+4|
|Full Attack:||4 claws +15 melee (2d6+9) and bite +10 melee (3d6+4)|
|Space/Reach:||15 ft./15 ft.|
|Special Attacks:||Cimmerian doom, rend item, shredder, spell-like abilities, web|
|Special Qualities:||Abyssal inquisitor, aura of primal emotion (fear), darkvision 60 ft., immunity to fire and poison, natural leaper, no exit, resistance to acid 10, cold 10, and electricity 10, spell resistance 20|
|Saves:||Fort +15, Ref +9, Will +8|
|Abilities:||Str 28, Dex 14, Con 26, Int 11, Wis 13, Cha 11|
|Skills:||Climb +24, Diplomacy +3, Hide +16, Jump +28, Listen +16, Move Silently +16, Search +15, Sense Motive +16, Spot +16, Survival +1 (+3 following tracks)|
|Feats:|| Combat Expertise (variant) B, Cleave, Improved Initiative, Multiattack, Power Attack B, Track
|Alignment:||Always chaotic evil|
|Advancement:||11–15 HD (Huge); 16–30 HD (Gargantuan)|
This enormous spider is a mottled blue-black color, its legs each tipped in vicious barbs. Its main body is approximately the size of a horse, with massive limbs jutting in all directions. Without a sound, it stalks towards you, front claws poised to strike.
|“||You are a mistake of the Abyss. They are here to correct that mistake.||”|
In a world born of pure chaos, sometimes things go wrong. New demon prototypes are being created all the time, and sometimes demons go even crazier than usual. Crazy to the point where they break even the unwritten rules of the realm. When this happens, the bebiliths deal with it.
Bebiliths are anti-demon demons, able to neutralize other extraplanar beings (as a result of being honed against fiends) with terrible efficiency. They are often found as agents of Pale Night, having been created for the purposes of hunting down undesirable spawn of hers. They have since spread throughout the Abyss, first as her agents and then eventually subjugated by other demons. Who they serve matters little to the bebiliths; it is the thrill of the hunt that is important.
Despite being tanar'ri, they share no kinship with any other demon and show little compunction in killing other demons even if ordered to refrain from doing so. It just made it slightly easier for tanar'ri lords to turn the bebilith against their obyrith masters.
Bebiliths are some of the most feared combatants in the Abyss, known for their penchant for disrupting the abilities treasured most highly across other races of demons. They are also particuarly deadly against adventurers, who fall victim to the beast's razor-sharp, barbed legs.
Abyssal Inquisitor (Ex): A bebilith specializes in the hunt, and is able to detect creatures based on trivial minutia of their character. A bebilith constantly detects the presence of any and all creatures within 100 feet of itself; it also automatically knows the type and alignment of each creature as well as receiving the benefits of detect thoughts from all applicable targets. A nondetection effect (with a caster level greater than the bebilith’s CR, normally 10) can fool this ability.
Aura of Primal Emotion (Ex): Bebiliths project an aura of fear. The save DC for this aura is 15.
Cimmerian Doom (Ex): A bebilith’s natural weapons attack ethereal, incorporeal, and otherwise immaterial creatures as if they were solid. They also ignore any and all forms of damage reduction, and carry the effect of a targeted greater dispel magic spell on a successful melee attack roll (with the attack roll replacing the normal caster level check).
Rend Item (Ex): If a bebilith hits a creature with its claw attack, a single item on the character’s person of the bebilith’s choice automatically takes damage as though it had also been attacked.
Natural Leaper (Ex): A bebilith’s Jump DC’s are no longer limited by its height, all normal Jump DC’s for distance are cut in half, and all distances are doubled.
No Exit (Ex): In order to prevent its opponents from escaping, a bebilith constantly radiates a dimensional lock effect out to a 60-foot radius around itself. The bebilith is not affected by its own dimensional lock.
Shredder (Ex): As a full-round action or as a part of a charge, a bebilith may attempted to attack with all eight of its legs, making a Jump check against the opponent’s Armor Class. If it succeeds, it gains eight leg attacks instead of the normal four.
Web (Ex): A bebilith can release a blast of webbing at will as a standard action. This ability has two possible functions: the first is identical to the web spell (caster level 10th), allowing no movement to those who fail their save within the radius.
The second form is a shot of compressed webbing that deals 1d6 points of bludgeoning damage per CR of the bebilith (normally 10d6) on a successful ranged touch attack and affects that target (and only that target) as though they were caught in a web spell.
|Alignment||Always chaotic evil +|
|Author||ThunderGod Cid +|
|Challenge Rating||10 +|
|Environment||The Abyss +|
|Identifier||3.5e Monster +|
|Level Adjustment||— +|
|Rated By||MisterSinister +|
|Rating||Rating Pending +|
|Subtype||Chaotic +, Extraplanar +, Evil + and Tanar'ri +|