🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

BebilithCreature 10


CEHugeBeastFiend
Source Pathfinder Bestiary 2
Perception +21 (darkvision, scent demons 60 feet, scent (imprecise) 30 feet)
Languages Abyssal, (can't Speak Any Language), Telepathy 100 Feet
Skills Acrobatics +19, Athletics +23, Intimidation +21, Stealth +19
Str +7, Dex +3, Con +6, Int +3, Wis +5, Cha +5

AC 30; Fort +22; Reflex +19; Will +19;
HP 200
Speed 35 feet (climb 15 feet)
Weaknesses Good 10

Jaws One Action +23 (+18, +13) to hit (magical, reach 10) 2d10+13 Piercing
Claw One Action +23 (+19, +15) to hit (agile, magical, reach 15) 2d8+13 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Telepathy 100 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Scent Demons 60 feet

A bebilith can smell demons as a precise sense.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Abyssal Rot (disease, necromancy)

The drained condition from Abyssal rot is cumulative, to a maximum of drained 4.

Saving Throw DC 29 fortitude


Maximum Duration 6 rounds

Stage 1 3d6 negative damage (1 round)

Stage 2 3d6 negative damage and Drained 1 (1 round)

Stage 3 3d6 negative damage and Drained 2 (1 round)

Dimensional Tether

A creature hit by the bebilith's web Strike is Restrained and tethered to the bebilith, preventing it from moving further away from the bebilith. The restrained creature is also under the effects of a Dimensional Anchor spell (DC 29) with a duration that lasts as long as the creature remains tethered. The bebilith can have only one creature tethered at a time.

The DC to Escape or Force Open the tether is 29. The tether can be severed with a Strike (AC 20, Hardness 2, HP 20); this ends the dimensional anchor effect but does not free the restrained creature.

Penetrating Strike

Against demons, a bebilith's Strikes count as cold iron and good.


Divine Innate Spells (DC 29, +21 to hit)

7th Level: Plane Shift (Self Only)


While demons control much of the Abyss, even they are hunted in the wilder regions of this horrific plane. The most notorious of these predators-though not the deadliest-is the bebilith. These fiends resemble elephant-sized spiders with glowing eyes, barbed chitin, and a fanged maw dripping caustic fluid.

Many demons and planar travelers have underestimated bebiliths' devious intellects, believing them to be little more than oversized vermin. Bebiliths take advantage of this, ambushing foes with unexpected tactics. While they lash out at any creatures they encounter, they take great pleasure in chewing on demonic flesh. Qlippoth are the only creatures bebiliths never consume.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.