Bebilith

A spider the size of an elephant, this dark blue arachnid rears up on its six hind legs to raise its barbed and razor-edged front claws.

Bebilith CR 10

XP 9,600
CE Huge outsider (chaotic, evil, extraplanar)
Init +5; Senses darkvision 60 ft., scent; Perception +16

DEFENSE

AC 22, touch 9, flat-footed 21 (+1 Dex, +13 natural, –2 size)
hp 150 (12d10+84)
Fort +15, Ref +11, Will +7
DR 10/good

OFFENSE

Speed 40 ft., climb 20 ft.
Melee bite +19 (2d6+9 plus rot) and 2 claws +19 (2d4+9/19–20)
Space 15 ft.; Reach 15 ft.
Special Attacks dismantle armor, penetrating strike, web (+11 ranged, DC 23, 12 hp)
Spell-Like Abilities (CL 12th)

At willplane shift (bebilith only)

STATISTICS

Str 28, Dex 12, Con 24, Int 11, Wis 13, Cha 13
Base Atk +12; CMB +23; CMD 34 (46 vs. trip)
Feats Cleave, Improved Critical (claws), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Skills Acrobatics +16, Climb +32, Perception +16, Sense Motive +16, Stealth +16, Survival +16; Racial Modifiers +8 Stealth
Languages Abyssal (cannot speak); telepathy 100 ft.

SPECIAL ABILITIES

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.

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.

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.

ECOLOGY

Environment any (the Abyss)
Organization solitary or band (2–6)
Treasure standard

The Abyss is a terrible place, yet even in this horrific realm there exist predators and wild beasts that prey upon the demonic horde—the bebilith being the most notorious, a creature evolved to hunt and slay demons.

Far more intelligent than its verminous shape would suggest, it is perhaps a blessing that the bebilith is such a focused and devoted hunter of demons, for had these dangerous outsiders more of a mind to conquer and expand empires, their ability to plane shift would make them a menace indeed. Although, as an outsider, the bebilith has no biological need to eat, it does enjoy the sensation of chewing on demonic flesh.

Variant: Bebilith, Bearlith (CR 10)

[Source]

This elephant-sized bear is covered in blue metallic plates, strange purple plumes, and black spike-like quills. Bearlith’s do not hunt demons, rather, they hunt mortals who have wandered on the demonic planes. This rare creature will often lair near planar portals to the mortal world or have found its way there so it can feed without concern.

Melee Bite +19 (2d6+9 plus dreaded) and 2 claws +19 (2d4+9 plus grab/19–20); this replaces a bebilith’s normal melee attacks and web special attack.

CMB +23 (+27 vs. grapple); CMD 34 (38 vs. trip); this replaces a bebilith’s normal CMB and CMD.

Dreaded (Su)

A character damaged by a bearlith’s bite attack must make a successful Will save DC 25 or be inflicted with the cowering condition for 5 rounds. A successful saving throw results in the target being shaken for one round.

This ability replaces a bebilith’s rot special attack.

Peel Armor (Ex)

If a creature with this special attack begins its turn with an opponent grappled in its claws (see Grab), it can attempt a new grapple check as though attempting to pin the opponent; it uses its peel armor special attack as if it had successfully hit that opponent with both its claws. (The Dex penalty of the grappled condition applies to the opponent’s Reflex saving throw.)

This ability replaces a bebilith’s penetrating strike special attack.

Spell Grounding (Su)

A bearlith’s plates, plumes and strange spikes have a special effect, that attracts touch attacks, rays and chain-type spells, such as scorching ray and chain lightning. Any time the bearlith is within range of touch attack, ray, or chain-type spell or effect, it automatically arcs to the bearlith and is negated and the bearlith gains 5 temporary hp that last 1 hour for each spell level of the effect.

This ability replaces a bebilith’s plane shift spell-like ability.

Section 15: Copyright Notice

Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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