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Size & Type (subtype):Huge Outsider (Chaotic, Evil)Hit Dice:12d8+48 (102)
Initiative:   +5 (+1 Dex, +4 Improved Initiative)   Speed:   40 ft., climb 20 ft.  
Armor Class:   25 (-2 size, +1 Dex, +16 natural)   Attacks:   Bite +19 melee, 2 claws +14 melee  
Damage:   Bite 2d6+9 and poison, claw 2d4+4 and armor damage   Face and Reach:   15 ft. by 15 ft./10 ft.  
Special Attacks:   Web, poison, armor damage   Special Qualities:   Damage reduction 30/+3, protective aura, plane shift, scent, telepathy  
Saving Throws  Fortitude: 12  
Reflex: 9  
Will: 9  
Abilities:   Str: 28
Dex: 12
Con: 18
Int: 11
Wis: 13
Cha: 13
Skills:   Climb +21, Hide +11, Jump +21, Listen +17, Move Silently +15, Search +14, Sense Motive +15, Spot +17   Feats:   Alertness, Cleave, Improved Initiative, Power Attack  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary  
Challenge Rating:   9   Challenge Rating Value:   9  
Treasure:   None   Alignment:   Always chaotic evil  
Advancement:   13-18 HD (Huge); 19-36 HD (Gargantuan)  


Bebiliths do not speak but understand Abyssal. Their telepathy allows them to communicate silently with one another.


Web (Ex): Four times per day a bebilith can shoot webs from its abdomen. This attack is like a web spell, with a few exceptions. The range is 30 feet, and the webs are permanent, nonmagical, and cannot be dispelled. The DC for evading or breaking free from the webs is 20, and there is a 75% chance that the webbing won't burn if any sort of fire is applied to it (check each round).

Poison (Ex): Bite, Fortitude save (DC 20); initial damage 1d6 temporary Constitution, secondary damage 2d6 temporary Constitution. Bebilith venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air.

Armor Damage (Ex): A bebilith's claws can catch and tear an opponent's armor. If the opponent has both armor and a shield, roll 1d6: A roll of 1-4 affects the armor and a roll of 5-6 affects the shield. Make a grapple check whenever the bebilith hits with a claw attack, adding to the opponent's roll any magical bonus for the armor or shield. If the bebilith wins, the affected armor or shield is torn away and ruined.

Protective Aura (Su): A magic circle against chaos, evil, good, or law effect always surrounds a bebilith, identical with the spell cast by a 12th-level sorcerer. The bebilith usually chooses magic circle against chaos but can change the aura each round as a free action. The aura can be dispelled, but the bebilith can create it again during its next turn as a free action. (The defensive benefits from the aura are not included in the creature's statistics.)

Plane Shift (Su): This ability affects only the bebilith. It is otherwise similar to the spell of the same name.

Skills: The bebilith's mottled coloration gives it a +8 racial bonus to Hide checks.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002