Demon:Bebilith | 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) |
| Description: |
Bebiliths do not speak but understand Abyssal. Their telepathy
allows them to communicate silently with one another.
Combat
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.
|
|