Bebilith
CR 10, CE Huge Outsider (extraplanar)
Senses: Perception 16, Darkvision 60, ScentThis special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location. A creature with the scent ability can follow tracks by smell with a perception check instead of using the Track skill.
Speed: 40 ft., climb 20 ft. Skills: Acrobatics 11, Athletics 19, Insight 16, Stealth 16, Nature 16
Languages: Abyssal, telepathy (100 ft.)
Ability Scores: Str 28 (+21), Dex 12 (+13), Con 24 (+19), Int 11 (+5), Wis 13 (+6), Cha 13 (+6)
INIT: +5 CP: +12 HP: 150 (12d10+84) SA: 13 DC: 23
AC: 22 Touch: 9 Flat-footed: 21 [+1 Dodge, +13 Natural, -2 Size]
SR: -- Vulnerable: -- Resistant: Weapons 10 Bypass: Good
Immunity: Necrotic Effect Immunity: --
Power Attack (ex) - A Bebilith may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Bebilith does one extra point of damage. The Bebilith must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.
Improved Critical (ex) - The critical hit range of one of the creature's attacks increases by one point.
Attacks
- Melee (Natural) - 1 x bite +19 (2d6+9 plus rot). Reach: 15 ft. Rot - The target of this attack suffers horrible rotting of the flesh. At the beginning of its turn, the affected creature makes a CON save or suffers 2 points of CON damage. The rotting continues until it makes two saves or until 5 rounds have passed.
- Melee (Natural) - 2 x claws +19 (2d4+9/19-20). Reach: 15 ft.
Cleave (ex) - As a standard action, the Bebilith can make a single attack with a melee weapon at its highest attack bonus. If it hits, it deals damage normally and can make another attack against a foe adjacent to the first. The Bebilith may continue making as many attacks as possible provided opponents are adjacent and in range. Using cleave, causes the creature to take a -2 penalty to AC until its next turn.
Dismantle Armor (Free)(ex) - If a bebilith hits a foe with both claw attacks, it can attempt to peel away the target's armor and shield as a free action. If the bebilith is successful, the target's armor and shield are torn from his body and dismantled, falling to the ground. Armor subjected to this attack loses 2 integrity points if the target fails a Dex save.
- Spell Like Abilities (At Will)
Environment: Extraplanar (the Abyss)
Organization: None
Treasure: standard
A spider the size of an elephant, this dark blue arachnid rears up on its six hind legs to raise its barbed and razor-edged front claws.
The Abyss is a terrible place, yet even in this horrific realm there exist predators and wild beasts that prey upon the demonic horde-the bebilith being the most notorious, a creature evolved to hunt and slay demons. Far more intelligent than its verminous shape would suggest, it is perhaps a blessing that the bebilith is such a focused and devoted hunter of demons, for had these dangerous outsiders more of a mind to conquer and expand empires, their ability to plane shift would make them a menace indeed. Although, as an outsider, the bebilith has no biological need to eat, it does enjoy the sensation of chewing on demonic flesh.