Demon, Bebilith

Huge Outsider (Chaotic, Extraplanar, Evil) — CR 10

Monster Manual v.3.5 (MM), p. 423.5
Hit Dice
12d8+96 (150 hp)
Initiative
+5
Speed
Land 40 ft
Armor Class
22, touch 9, flat-footed 21
Base Attack / Grapple
+12/+29
Attack
Bite +19 melee (2d6+9 plus poison) or web +11 ranged
Full Attack
Bite +19 melee (2d6+9 plus poison) and 2 claws +14 melee (2d4+4); or web +11 ranged
STR
28
DEX
12
CON
26
INT
11
WIS
13
CHA
13
Fort / Ref / Will
+16 / +9 / +9
Challenge Rating
10
Alignment
Always Chaotic-Evil
Organization
Solitary
Treasure
None
Environment
Infinite Layers of the Abyss
Level Adjustment

Special Abilities

PoisonRend ArmorWebDamage ReductionDarkvisionPlane ShiftScentTelepathy

Feats

An enormous, misshapen spider stalks out of the darkness. Its forelegs end in wicked barbs, and globs of foul goo drip from its fanged mouth.

Description

Demons are a race of creatures native to the Abyss, a plane of endless evil. They are ferocity personified and will attack any creature just for the sheer fun of it—even other demons. They enjoy terrifying their victims before slaying them and often devour the slain. Many demons, not satisfied with their own iniquity, take pleasure in tempting mortals to become as depraved as they are.

A number of demons belong to a race (and subtype) known as the tanar’ri. The tanar’ri form the largest and most diverse group of demons, and they are the unchallenged masters of the Abyss.

Bebiliths are enormous, predatory, arachnid demons that hunt other demons. While they favor preying upon other demons, they aren’t picky—they will stalk and attack any type of creature.

A beblith has a body the size of a plow horse, with legs spanning more than 14 feet. It weighs more than two tons.

Bebiliths understand but do not speak Abyssal. Their telepathy allows them to communicate silently with one another.

Combat

A beblith attacks any creature it sees. It usually picks one target and concentrates its attacks on that opponent, using its webs to isolate the target from its comrades. Should the beblith become overwhelmed by tougher opponents, it often attempts to bite one or more of its victims and retreats, allowing its poison to do its work.

A bebilith’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Poison (Ex): Injury, Fortitude DC 24, initial damage 1d6 Con, secondary damage 2d6 Con. Bebilith venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air. The save DC is Constitution-based.

Rend Armor (Ex): If a bebilith hits with both claw attacks, it pulls apart any armor worn by its foe. This attack deals 4d6+18 points of damage to the opponent’s armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.

Web (Ex): A bebilith can throw a web up to four times per day. This is similar to an attack with a net but has a maximum range of 30 feet, with a range increment of 10 feet. This attack is effective against targets of up to Gargantuan size. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 24 Escape Artist check or burst the web with a DC 24 Strength check. The check DCs are Constitution-based. The web has 14 hit points and hardness 0. There is a 75% chance that the webbing will not burn if any sort of fire is applied to it (check each round).

Plane Shift (Su): This ability affects only the bebilith. It is otherwise similar to the plane shift spell (caster level 12th).

Skills: A bebilith has mottled coloration that gives it a +8 racial bonus on Hide checks.