Huge fiend, chaotic evil
Armor Class 20 (natural armor)
Hit Points 126 (12d12 + 48)
Speed 40 ft., climb 40 ft., web 80 ft.
Proficiency Bonus +4
Proficiency Bonus +5 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 16 (+3) | 18 (+4) | 12 (+1) | 14 (+2) | 14 (+2) |
Saving Throws Str +11, Dex + 7
Skills Perception +6, Stealth +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses Darkvision 60 ft., passive Perception 15
Languages telepathy 120 feet
Challenge 9 (5,000 XP)
Aura of Protection. The bebilith is surrounded by an aura of protection that works as a protection from evil and good spell. The bebilith can switch the protection from one type to another as a bonus action.
Astral Shifter. The bebilith can plane shift (astral plane only) at will. This ability works on the bebilith and one target hit by its bite.
Magic Resistance. The bebilith has advantage on saving throws against spells and other magical effects.
ACTIONS
- Multiattack. The bebilith makes three attacks, one with its bite and two with its claws.
- Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) piercing damage plus 7 (2d6) poison damage. The target must succeed a DC 16 Constitution saving throw or lose 1 point of constitution per round until a lesser restoration spell is cast to neutralize the poison. If a character dies due to the poison and a bless spell is not cast within one round from the dead, then the body disintegrates. In addition, a target hit by the bebilith’s bite can be subject to the Astral Shifter ability.
- Claw. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 12 (2d4 + 7) slashing damage. The target must succeed a DC 19 Dexterity saving throw or its armor will lose 1 point of armor class.
- Web (Recharge 6). Ranged Weapon Attack: +7 to hit, reach 30/60 ft., Large or smaller creature in a 20-foot cube. The creature is restrained by webbing. As an action, the restrained creature can make a DC 18 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 15, 20 hit points and immunity to bludgeoning, piercing and slashing damage.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
A bebilith is a monstrous, spider-like creature that hunts and devours other demons. It has a mottled, chitinous exoskeleton that blends in with its surroundings, and two long, barbed forelegs that can pierce through armor. Its fangs inject a potent venom that causes its prey to burst into flames upon death. A bebilith communicates telepathically with others of its kind, but does not seem to have any interest in conversation with other beings. It is driven by a mysterious and inscrutable purpose that compels it to seek out and destroy the most powerful tanar’ri it can find.
Also known as creepers of the Abyss and barbed horrors, bebiliths are huge arachnids that roam the Abyss, preying on or by some accounts punishing the tanar’ri. They seem to select, by unknown means, certain groups of the major tanar’ri and exterminate them completely, in brief but horrible wars of annihilation. Of equal mystery is the precise way a tanar’ri, one of the cruelest and most chaotic creatures in existence, incurs the wrath of these assassins.
COMBAT
A bebilith attacks any creature it encounters, but prefers to target other demons. It uses its keen sense of smell to track its prey across the planes, and can plane shift to the Astral Plane at will. It can also spin webs that are resistant to fire, and manipulate them to ensnare its foes. A bebilith’s claws can rend metal and magic alike, and its bite can inflict a deadly poison that ignites the victim’s flesh. A bebilith is surrounded by an aura of protection that wards off attacks from good or evil creatures, depending on its preference. A bebilith is resistant to magic, but vulnerable to cold iron weapons.
Although creatures roam the Abyss that could destroy a bebilith as a matter of course, nothing ever does. The bebiliths have developed an uncanny mystique, and among the denizens of the Abyss, destroying one is taboo. Some visitors to the Abyss report constructive use of this taboo, such as by entering a bebilith’s vicinity to escape pursuing tanar’ri. Of course, the clever escapees then must escape the bebilith. Conjuring an illusory bebilith would seem a natural idea for the resourceful traveller, hut recorded accounts show mixed results. Apparently the tanar’ri recognize bebiliths not only by sight and sound, but by odor and perhaps spiritual aura. These qualities test the capacity of most illusionists.
Scholars proposed the spiritual aura idea because those who have been in the vicinity of the bebilith report a general malaise and sense of futility. However, given the creature’s power, this feeling could be just as easily attributed to sheer terror. Information about the bebilith has surfaced at the cost of many lives, for few who see a creeper of the Abyss live to tell the tale.
HABITAT / SOCIETY
A bebilith roams the Abyss freely, as most other demons fear and avoid it. It does not seem to have any allegiance or affiliation with any of the demon lords or factions, and acts independently of any hierarchy or order. A bebilith does not make any permanent lair or nest, but sometimes uses the charred remains of its victims as temporary resting places. A bebilith rarely encounters others of its kind, but when it does, it either ignores them or joins them in a cooperative hunt. A bebilith does not mate or reproduce in any conventional way, but instead spawns new bebiliths from the ashes of its prey.
ECOLOGY
A bebilith is a creature of elemental fire and chaos, and as such, has a strange and unpredictable impact on the environment. Its presence can cause fires to erupt spontaneously, or extinguish them completely. Its venom can alter the chemical composition of substances, or transmute them into something else entirely. Its webs can create portals or barriers between planes, or trap creatures in a state of stasis. A bebilith is a force of destruction and change, and nothing is safe from its hunger.
Mages and alchemists pay extraordinary prices for bebilith spinnerets (2,000 gp and up). They believe, so far without evidence, that the spinneret figures in powerful spells and magical items of binding.