Size:
Huge
Type:
Fiend
Form:
arachnid
Temper:
# App:
1d6
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: brute
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease. If the saving throw fails, the target takes 22 (4d10) poison damage immediately and becomes poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw and reduce its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.
Action
Claws
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 9) slashing damage.
Action
Multiattack
A bebilith makes three attacks: one with its bite and two with its claws
Special
Keen Smell
A bebilith has advantage on Wisdom (Perception) checks that rely on smell.
Special
Magic Resistance
The bebilith has advantage on saving throws against spells and other magical effects.
Special
Magic Weapons
A bebilith's weapon attacks are magical.
Special
Rend Armor
When a bebilith hits a creature wearing nonmagical armor or carrying a shield with both claw attacks in the same round, the armor or shield takes a permanent -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to +0 bonus is destroyed. A damaged shield or suit of armor can be repaired by a blacksmith.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
bite
19 (2d6+9 plus rot) and 2 claws +19 (2d4+9/19-20)

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Dismantle Armor
If a bebilith hits a foe with two claw attacks, it can attempt to peel away the target's armor and shield as a free action by making an additional attack roll. If the bebilith is successful, the target's armor and shield are torn from his body and dismantled, falling to the ground. Armor subjected to this attack loses half its hit points and gains the broken condition if the target fails a Breath save.
Special
|Dismantle Armor
Penetrating Strike A bebilith's natural weapons are treated as chaotic and magical for the purposes of penetrating resistance. Against creatures with the demon type, its natural weapons are also treated as cold iron and good.
Special
|Dismantle Armor
Rot A bebilith's bite causes a horrible withering and weakening of the flesh, resulting in a hideous melting and foul rotting effect.
Special
|Dismantle Armor
This catastrophic withering begins on the round the creature is bitten and continues for another 4 rounds thereafter, for 5 rounds of withering in all. Each round the rot persists, the target must succeed on a Death save or take 2 points of Constitution damage. If the target makes two consecutive saving throws in a row, the effect is cured. Healing magic can also halt the rot effect.
Special
|Dismantle Armor
Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Special
|Dismantle Armor
Web You can use webs to support yourself and up to one additional creature of the same size. In addition, you can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than you. An entangled creature can escape with a successful skill check or burst the web with a Strength check.
Special
|Dismantle Armor
Attempts to burst a web by those caught in it suffer a -4 penalty. Web spinners can create sheets of sticky webbing up to three times their size.
Special
|Dismantle Armor
They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Cleave
Action
Feat 2
Improved Critical (claws)
Action
Feat 3
Improved Initiative
Action
Feat 4
Iron Will
Action
Feat 5
Lightning Reflexes
Action
Feat 6
Power Attack
Action
Melee 1
bite +19 (2d6+9 plus rot) and 2 claws +19 (2d4+9/19-20)
Special
At will
plane shift (bebilith only)
Special
Dismantle Armor (Ex)
If a bebilith hits a foe with both claw attacks, it can attempt to peel away the target's armor and shield as a free action by making a CMB check. If the bebilith is successful, the target's armor and shield are torn from his body and dismantled, falling to the ground. Armor subjected to this attack loses half its hit points and gains the broken condition if the target fails a DC 25 Reflex save. The save DC is Strength-based.
Special
Penetrating Strike (Su)
A bebilith's natural weapons are treated as chaotic and magical for the purposes of penetrating damage reduction. Against creatures with the demon type, its natural weapons are also treated as cold iron and good.
Special
Rot (Su)
A bebilith's bite causes a horrible withering and weakening of the flesh, resulting in a hideous melting and foul rotting effect. This catastrophic withering begins on the round the creature is bitten and continues for another 4 rounds thereafter, for 5 rounds of withering in all. Each round the rot persists, the target must succeed on a DC 23 Fortitude save or take 2 points of Constitution damage. If the target makes two consecutive saving throws in a row, the effect is cured. Heal can also halt the rot effect. The save DC is Constitution-based.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
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)
Ability
Attack of Opportunity [Reaction]
Ability
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.
Ability
Divine Innate Spells
DC 29; 7th plane shift (self only)
Ability
Penetrating Strike
Against demons, a bebilith's Strikes count as cold iron and good.
Ability
Scent Demons
A bebilith can smell demons as a precise sense.
Offense
Melee
Circumstance: combat round (melee)
jaws +23 [+18/+13] (magical, reach 10 feet), Damage 2d10+13 piercing plus Abyssal rot
Offense
Ranged
Circumstance: combat round (ranged)
web +23 [+18/+13] (range increment 60 feet), Effect: dimensional tether
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Language
(can't speak any languages)
Abyssal
telepathy 100 feet
Perception
darkvision
scent (imprecise) 30 feet
scent demons 60 feet
Weakness
good 10