CE Huge Outsider (Chaotic, Extraplanar, Evil)
Darkvision 60', Low-Light Vision, Scent; Listen +15, Spot +16
24 (+1 Dex, -2 Size, +15 Natural); Touch 9, Flat-Footed 23
175 (14 HD); Fast Healing 2, DR 10/good
Cold resistance 19
60 ft., Climb 30 ft.
Bite +21 (2d6+9 + Poison)
2 Claws +16/+16 (2d4+4)Ranged
15 ft. x 15 ft./10 ft.
Poison, Rend Armor, Web
Evasion, shadow blend
, plane shift
telepathy 100 ft.
Str 28, Dex 12, Con 26, Int 11, Wis 13, Cha 13
+2 Luck Bonus to all saves, fast healing 2, evasion
Improved Grapple, Improved Initiative, Improved Natural Armor (x2), Power Attack
Climb +23, Diplomacy +5, Hide +17, Jump +33, Knowledge (arcana) +1, Knowledge (the planes) +2, Listen +15, Move Silently +24, Search +16, Sense Motive +13, Spot +16, Survival +11
Injury, Fortitude DC 25, initial damage 1d6 Con, secondary damage 2d6 Con. Bebilith venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air. The save DC is Constitution-based.
Rend Armor (Ex):
If a bebilith hits with both claw attacks, it pulls apart any armor worn by its foe. This attack deals 2d6+18 points of damage to the opponent's armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.
A bebilith can throw a web up to four times per day. This is similar to an attack with a net but has a maximum range of 30 feet, with a range increment of 10 feet. This attack is effective against targets of up to Gargantuan size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a DC 25 Escape Artist check or burst the web with a DC 25 Strength check. The web has 14 hit points and hardness 0. There is a 75% chance that the webbing will not burn if any sort of fire is applied to it (check each round).
Plane Shift (Su):
This ability affects only the bebilith. It is otherwise similar to the spell (caster level 12th).
Shadow Blend (Su):
In any conditions other than full daylight, a shadow bebilith can disappear into the shadows, giving it total concealment. Artificial illumination, even a light
or continual flame
spell, does not negate this ability. A daylight
spell, however, will.
Shadow Bebiliths gain a +8 racial bonus on Hide checks and a +6 bonus on Move Silently checks.