Bebilith Swarm

The swarm of tiny spider-like creatures have blue exoskeletons and razor-edged front claws as big as the rest of their body.

Bebilith Swarm CR 7

XP 3,200
Combat (barbaric)
CE Tiny outsider (chaotic, evil, extraplanar, swarm)
Init +1; Senses darkvision 60 ft., scent; Perception +4

DEFENSE

AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 84 (8d12+32)
Fort +10, Ref +7, Will +6
Immune mind-affecting, half damage from piercing and slashing
Weaknesses dependent

OFFENSE

Speed 20 ft., climb 10 ft.
Melee swarm (2d6 plus rot)
Space 10 ft.; Reach 0 ft.
Special Attacks corrosion, distraction (DC 18), rot

STATISTICS

Str 2, Dex 13, Con 19, Int -, Wis 18, Cha 16
Base Atk +8; CMB ; CMD
Skills Climb +9; Racial Modifiers Uses Dexterity for Climb checks

SPECIAL ABILITIES

Corrosion (Ex)

A bebilith swarms can tear through objects as easily as older kin. A swarm acting in concert chews and tears hundreds of holes through metal or wood as a standard action. This acts as the rusting grasp spell (CL 8) except it can affect any type of non-magical material. This is equal to a 4th-level spell.

Dependent (Ex)

A bebilith swarm cannot survive for long away from its nest’s constant food. If the bebilith swarm moves 300 yards away from its nest it immediately becomes sickened from hunger. Every hour thereafter, it must make a DC 15 Fortitude save to resist becoming nauseated for an hour. If the bebilith swarm is out of range of its nest for 24 hours, then it takes 1d6 Constitution damage every day that follows as the swarm turns on itself to survive. When its Constitution reaches 0, the swarm is dispersed. Any adult bebilith can establish a new nest for a bebilith swarm over a 24-hour time period.

Rot (Su)

Creatures damaged by the bebilith swarm suffer horrible withering and rotting of flesh. It begins on the round the victim is damaged and continues for another 4 rounds thereafter (5 rounds total). Each round the rot persists, the target must succeed on a DC 18 Fortitude save or take 2 points of Constitution damage. If the target makes two consecutive saves 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, pair, or infestation (3-6) plus 1 6 bebilith
Treasure none

Bebilith nests are unforgiving crucibles where the strong survive by devouring the weak, with only a few surviving to adulthood. Adult bebilith provide nests just enough demonflesh to keep them ever-hungry, driving the unthinking Abyss-spawn into a constant feeding frenzy. Bands of bebilith lump all their spawn together, ensuring that each has equal stake in protecting the nest from demonic extermination.

Section 15: Copyright Notice

The Genius Guide to the Talented Bestiary. Copyright 2017, Rogue Genius Games; Authors: ???

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