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:
± 40
Climb/Arboreal:
± 40
Flight:
Swim:
± 20 ft.
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Pathfinder 1e
Actions/Abilities/Traits: Pathfinder 1e
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.
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)
Treasure
standard
Environments
any (the Abyss)
Actions/Abilities/Traits: Pathfinder 1e
It is said that the drow can imprison a Bebilith in a metal shell. This new creation is called a Retriever and is used by the dark elves to track down and exterminate their enemies.
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.
Carcerus Prison
The demodands of the Carcerus prison in Ust Natha have tortured a small number of bebilith into doing their bidding. These bebilith can use their relentless hunter ability on anyone ever imprisoned in Carcerus.
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