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PFS StandardBebilith

While demons control much of the Abyss, even they are hunted in the wilder regions of this horrific plane. The most notorious of these predators—though not the deadliest—is the bebilith. These fiends resemble elephant-sized spiders with glowing eyes, barbed chitin, and a fanged maw dripping caustic fluid.

Many demons and planar travelers have underestimated bebiliths' devious intellects, believing them to be little more than oversized vermin. Bebiliths take advantage of this, ambushing foes with unexpected tactics. While they lash out at any creatures they encounter, they take great pleasure in chewing on demonic flesh. Qlippoth are the only creatures bebiliths never consume.

Recall Knowledge - Beast (Arcana, Nature): DC 27
Recall Knowledge - Fiend (Religion): DC 27
Unspecific Lore: DC 25
Specific Lore: DC 22

Elite | Normal | Weak
Proficiency without Level

BebilithCreature 10

Source Bestiary 2 pg. 37 2.0
Perception +21; darkvision, scent demons 60 feet, scent (imprecise) 30 feet
Languages Abyssal; (can't speak any languages); telepathy 100 feet
Skills Acrobatics +19, Athletics +23, Intimidation +21, Stealth +19
Str +7, Dex +3, Con +6, Int +3, Wis +5, Cha +5
Scent Demons A bebilith can smell demons as a precise sense.
AC 30; Fort +22, Ref +19, Will +19
HP 200; Weaknesses good 10
Attack of Opportunity
Speed 35 feet, climb 15 feet
Melee jaws +23 [+18/+13] (magical, reach 10 feet), Damage 2d10+13 piercing plus Abyssal rotMelee claw +23 [+19/+15] (agile, magical, reach 15 feet), Damage 2d8+13 slashingRanged web +23 [+18/+13] (range increment 60 feet), Effect dimensional tetherDivine Innate Spells DC 29; 7th plane shift (self only)
Abyssal Rot (disease, necromancy) The drained condition from Abyssal rot is cumulative, to a maximum of drained 4; Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 negative damage (1 round); Stage 2 3d6 negative damage and drained 1 (1 round); Stage 3 3d6 negative damage and drained 2 (1 round)Dimensional Tether A creature hit by the bebilith's web Strike is restrained and tethered to the bebilith, preventing it from moving further away from the bebilith. The restrained creature is also under the effects of a dimensional anchor spell (DC 29) with a duration that lasts as long as the creature remains tethered. The bebilith can have only one creature tethered at a time. The DC to Escape or Force Open the tether is 29. The tether can be severed with a Strike (AC 20, Hardness 2, HP 20); this ends the dimensional anchor effect but does not free the restrained creature.Penetrating Strike Against demons, a bebilith's Strikes count as cold iron and good.

Sidebar - Advice and Rules Adaptive Hunters

Though it doesn't happen often due to their ability to shift planes, some bebiliths find themselves trapped on other planes either through magical binding or subjugation to beings of great power. While trapped away from their favored prey, a bebilith's hungers can shift. In such cases, the creature's penetrating strikes can adapt—a bebilith trapped in Elysium, for example, might become a hunter of azatas, and its Penetrating Strike would count as cold iron and evil instead so that it could target traditional azata weaknesses.