Planescape Monstrous compendium appendix I


Bebilith

Size / Type

Large Aberration (outsider, chaotic, evil, insect)

Hit Dice

12d8+36 (90)

Initiative

+8 (Dex)

Speed

30ft., climb 20ft. (40ft. in webs)

Armor Class

25 (-1 Size, +8 Dex, +8 Natural)

Attacks

2 Forelegs +16, bite +14

Damage

Foreleg 2d6+4, bite 2d8+2 and poison

Face / Reach

5ft by 10ft / 10ft

Sp. Attacks

Armor destruction, poison

Sp. Qualities

Webs, protection magic, plane shift, immunities, SR21, DR 10 / [+3 or lawful], improved uncanny dodge, outsider

Saves

Fort +7

Ref +12

Will +13

Abilities

Str 19

Dex 27

Con 16

Int 14

Wis 21

Cha 12

Skills

Hide +16, Jump +12, Listen +13, Move Silently +16, Search +10, Spot +13

Feats

Multiattack, Weapon Finesse, Improved Critical (Foreleg), Power Attack

 

Climate

Abyss

Organization

Solitary, or Pair

Rating (CR)

14

Treasure

None

Alignment

Always Chaotic Evil

Advancement

13 – 14 HD (Large), 15 – 36 HD (Huge)

 

 

· Armor Destruction (Ex): The forelegs of the bebilith can catch and tear an opponent’s armor. If the opponent has armor and shield roll 1d6 (1-4 armor, 5-6 shield). Make a grapple check whenever the bebilith hits with a foreleg 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. Any object destroyed in this way is totally ruined, no longer providing any kind of protection to its wearer and cannot be repaired for less than their gold pieces value. Magical enchantments are lost, regardless of repair. The forelegs can also target protective spells that grant a physical AC bonus (armor, deflection, or cover), in such cases the hit acts as a targeted Dispel Magic cast by a 12th level sorcerer against such spells only.

· Poison (Ex): The bebilith’s bite carries a vile poison. Anyone bitten must succeed a Fortitude save (DC21) or suffer their ill effects (primary damage 1d6 constitution / secondary damage 2d6 constitution).

· Webs (Ex): Four times per day, a bebilith can shoot a powerful web substance from its spinner. This web covers 8000 cubic feet (a 20-foot cube, 64 5-foot cubes arranged in line, or any other shape). The web must begin adjacent to the creature and reach no more than 60 feet away. The web acts like a web spell, except that it’s permanent. Also, fire is only 25% likely per round of contact to burn the web.

· Protection Magic (Su): Bebiliths are constantly surrounded with a Magic Circle Against Good spell, which can be changed at will to match evil, chaotic or lawful alignment. This protection can be dispelled, but it can be resumed as a free action.

· Plane Shift (Sp): Bebiliths can plane shift to the Astral Plane and back to the Abyss at will. They may magically pull one opponent into the Astral with it; the bebilith need only to be in melee with the opponent, and the opponent must fail a Will save (DC16).

· Immunities (Ex): Bebiliths are immune to any kind of web spell or effect, also they cannot be held or paralyzed.

· Aberration: Really bizarre creature. Darkvision 60ft.

· Outsider: Darkvision 60 feet. Can’t be raised or resurrected.

 

 



    Melroch Eitheldor @ 2003 - 2004

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