Bebilith (CR 10)

Huge Outsider (Chaotic, Extraplanar, and Evil)
Alignment: Always chaotic evil
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., scent, Listen +16, and Spot +16
Languages: Telepathy 100 ft.


AC: 22 (-2 size, +1 Dex, +13 natural), touch 9, flat-footed 21
Hit Dice: 12d8+96 (150 hp); DR: 10/good
Fort +16, Ref +9, Will +9
Speed: 40 ft., climb 20 ft.
Space: 15 ft./10 ft.
Base Attack +12; Grapple +29
Attack: Bite +19 melee or web +11 ranged
Full Attack: Bite +19 melee and 2 claws +14 melee; or web +11 ranged
Damage: Bite 2d6+9 and poison, claw 2d4+4 and armor damage
Special Attacks/Actions: Poison, rend armor, web
Abilities: Str 28, Dex 12, Con 26, Int 11, Wis 13, Cha 13
Special Qualities: plane shift
Feats: Cleave; Improved Initiative; Improved Grapple; Power Attack; Track
Skills: Climb +24, Diplomacy +3, Hide +16, Jump +28, Listen +16, Move Silently +16, Search +15, Sense Motive +16, Spot +16, and Survival +1 (+3 following tracks)
Advancement: 13-18 HD (Huge); 19-36 HD (Gargantuan)
Climate/Terrain: Infinite Layers of the Abyss
Organization: Solitary
Treasure: None

Source: Monster Manual

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, non-magical, 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.

Chaotic Subtype

A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Evil Subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).