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Published by goroiamanuci, 2023-08-14 10:12:16

Bebiliths

Bebiliths

Bebiliths Bebilith Lore Nature DC 15: Bebiliths are arachnids endemic to the endless layers of the Abyss, considered by many to be deadliest natural predators native to that most fearsome of planes. Nature DC 20: The best strategy for dealing with bebliths is never to be on the same plane of existence as one. They can track a scent for miles, are intelligent enough to cooperate and set complex traps, their bladed claws tear through armor like it was tissue, their webs trap the soul and burn the flesh, and their venom causes its victims to explode. History DC 20: Though bebiliths hunt tanar'ri demons with a single-minded ferocity that goes beyond the mere drive for sustenance, slaying a bebilith or even risking its injury is considered a great taboo amongst demonkind, with any who slay one thought doomed to a lasting and ignominious demise. Bebilith Fusespawn Tactics Bebilith Fusespawn cautiously circle around foes, making use of cover and alternately hiding and dodging as they take an opponent's measure. Once a creature shows any weakness or hostility they rush in and try to overwhelm it with a crush of bodies, positioning themselves to damage as many enemies as possible if they explode. Encounter Groups CR 24 Encounter 27,200 XP 2 Bebilith Charbloods (CR 11) 1 Trap Haunt (CR 4) 15 Bebilith Fusespawn (CR M8) Bebilith Fusespawn Medium fiend (demon), chaotic evil Armor Class 14 (Natural Armor) Hit Points 22 (3d8 + 9) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 17 (+3) 5 (-3) 14 (+2) 13 (+1) Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 21 Languages Telepathy 30 ft. Challenge M8 (780 XP) Spider Climb. The bebilith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Death Throes. When the bebilith is reduced to 0 hit points it explodes in a flash of uncontrolled energy. Each creature within 5 feet it takes 5 force damage and is pushed 5 feet away. Minion. If the creature takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the creature takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage. Actions Anchoring Bite (Group Attack). Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 piercing damage. For the next minute, if the target would teleport any distance, it instead teleports half as far.


Bebilith Charblood Tactics Charbloods lurk in wrecks and ruins, placing salvaged treasure and sealing passageways to funnel prey into a vulnerable position before revealing themselves and beginning combat by launching their SOulchar Web. They prioritize any target with demonic influence or association, otherwise attacking the least robust looking of their available foes with their Fusevenom Bite, then switch targets once a Poisoned creature is low on health. The bebilith attempts to Bind a prone target each turn if available, attaching the creature to its back only if the creature is unconsicous and not currently affected by its venom. Bebilith Ruinarch Tactics Bebilith ruinarchs typically only fight with the intent of killing a specific powerful target, treating any other combatants as nuisances to be battted aside with their Rending Forelegs, entangled with their Soulchar Web, trampled with thier Titanic Shift, blinded with their Blinding Bristles, or frightened away with their Rattling Hiss. They will, however, bind incidentally felled enemies and attatch them to their back for later consumption. A ruinarch's attention is usually attracted only by powerful, well-guarded demons such as balors, mariliths, molydei, and archdemons, and it will typically wait in hiding at a great distance until it smells stress or injury to make its move. Bebilith Charblood Huge fiend (demon), chaotic evil Armor Class 14 (Natural Armor) Hit Points 287 (23d12 + 138) Speed 50 ft., climb 50 ft. STR DEX CON INT WIS CHA 22 (+6) 18 (+4) 23 (+6) 10 (+0) 17 (+3) 13 (+1) Saving Throws DEX +8, CON +10, WIS +5 Skills Athletics +5, Perception +11, Stealth +8 Damage Resistances Acid, Lightning Damage Immunities Fire, Poison Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Stunned Senses Blindsight 120 ft., Darkvision 120 ft., Passive Perception 21 Languages Understands Abyssal but does not speak, Telepathy 120 ft. Challenge 11 (7,200 XP) Spider Climb. The bebilith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Scent Paragon. The bebilith can track the aproximate location, by scent, of each creature in a 5 mile radius. A creature that does not mask its scent has disadvantage on Dexterity (Stealth) checks made to hide from the bebiith. Final Curse. A creature that reduces the bebilith to 0 hit points must succceed on a DC 15 Charisma saving throw or be cursed. While cursed in this way, the creature is unaffected by any magic that would return it to life. Magic Resistance. The bebilith has advantage on saving throws against spells and other magical effects. Actions Multiattack. The bebilith makes one attack with its Fusevenom Bite and two attacks with its Rending Forelegs, one of which it may replace with a use of its Soulchar Web, if available. Fusevenom Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 12 (2d8 + 3) piercing damage and the target must succeed on a DC 18 Constitution saving throw or be Poisoned for 1 minute. A Poisoned creature repeats this saving throw at the end of each of its turns, ending the effect on a success, or taking 5 (1d10) force damage on a failure. A creature that dies while Poisoned in this way explodes. Each creature within 10 ft. of it must succeed on a DC 15 Dexterity saving throw or take 16 (3d10) force damage, or half as much on a success. Rending Forelegs. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is wearing nonmagical armor, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed. Soulchar Web (Recharge 5–6). The bebilith launches webbing in a 15 foot radius within 60 feet. Each creature in the area must succeed on a DC 17 Dexterity saving throw or be restrained by webbing (escape DC 17). A creature restrained in this way takes 3 (1d6) fire damage at the start of each of its turns. A creature that teleports out of the web takes 22 (4d10) force damage and must succeed on a DC 18 Constituiton saving throw or be Stunned until the end of the bebilith's next turn. The webbing can be attacked and destroyed (AC 15; 10 HP; immunity to bludgeoning, fire, poison, and psychic damage) Bonus Actions Bind. The bebilith may use its webbing to restrain a prone target (escape DC 18). If the target is Large or smaller, the bebilith may then attach the creature to its back as part of this action. A creature restrained in this way takes 3 (1d6) fire damage at the start of each of its turns.


Bebilith Ruinarch Gargantuan fiend (demon), chaotic evil Armor Class 17 (Natural Armor) Hit Points 518 (28d20 + 224) Speed 60 ft., climb 60 ft. STR DEX CON INT WIS CHA 27 (+8) 18 (+4) 26 (+8) 14 (+2) 22 (+6) 23 (+6) Saving Throws DEX +11, CON +14, WIS +13 Skills Athletics +15, Insight +13, Perception +20 Damage Resistances Acid, Lightning; Attacks made without Advantage Damage Immunities Fire, Poison Condition Immunities Charmed, Frightened, Paralyzed, Poisoned Senses Blindsight 120 ft., Darkvision 120 ft., Passive Perception 30 Languages Abyssal, Common, Telepathy 120 ft. Challenge 22 (41,000 XP) Spider Climb. The bebilith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Scent Paragon. The bebilith can track the aproximate location, by scent, of each creature in a 5 mile radius. A creature that does not mask its scent has disadvantage on Dexterity (Stealth) checks made to hide from the bebiith. Final Curse. A creature that reduces the bebilith to 0 hit points must succceed on a DC 21 Charisma saving throw or be cursed. While cursed in this way, the creature is unaffected by any magic that would return it to life. Magic Resistance. The bebilith has advantage on saving throws against spells and other magical effects. Implacable. If the bebilith fails a saving throw, it can choose to succeed instead. If it does, it loses 25 hit points. Actions Multiattack. The bebilith makes four attacks, one of which may be with its Fusevenom Bite, or makes one attack and uses its Soulchar Web, if available. Fusevenom Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one creature. Hit: 30 (4d10 + 8) piercing damage and the target must succeed on a DC 21 Constitution saving throw or be Poisoned for 1 minute. A creature Poisoned in this way repeats this saving throw at the end of each of its turns, ending the effect on a success, or taking 11 (2d10) force damage on a failure. A creature that dies while Poisoned in this way explodes. Each creature within 15 feet of it must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) force damage, or half as much on a success. Rending Forelegs. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 26 (4d8 + 8) slashing damage, and the target and each other creature within 5 feet of it must succeed on a DC 23 Strength saving throw or be knocked prone. If the target is wearing nonmagical armor, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed. Soulchar Web (Recharge 5–6). The bebilith launches webbing in a 20 foot radius centered on a point it can see within 60 feet. Each creature in the area must succeed on a DC 17 Dexterity saving throw or be restrained (escape DC 21). A creature restrained in this way takes 10 (3d6) fire damage at the start of each of its turns. A creature that teleports out of the web takes 22 (4d10) force damage and must succeed on a DC 21 Constituiton saving throw or be Stunned until the end of the bebilith's next turn. The webbing can be attacked and destroyed (AC 15; 20 HP; immunity to bludgeoning, fire, poison, and psychic damage) Bonus Actions Bind. The bebilith may use its webbing to restrain a prone target (escape DC 21). If the target is Huge or smaller, the bebilith may then attach the creature to its back as part of this action. A creature restrained in this way takes 10 (3d6) fire damage at the start of each of its turns. Rattling Hiss. The bebilith lets out a fearsome hiss at a creature it can see within 30 feet. The target must succeed on DC 21 Wisdom saving throw or use its reaction to move half its speed directly away from the bebilith and be Frightened until the end of its next turn. Legendary Actions The bebilith can take 3 legendary actions, choosing from the options below. Titanic Shift. The bebilith moves up to half its speed. Each Medium or larger creature whose space it moves through with this movmeent must succeed on a DC 23 Strength saving throw or be knocked prone. Sap and Sicken. One creature restrained in the bebilith's webs must succeed on a DC 21 Constitution saving throw or lose any resistance or immunity to Poison damage or the Poisoned condition that it has. Blinding Bristles. The bebilith ejects some of its barbed bristles, forcing one creature within 5 feet to succeed on a DC 21 Constitution saving throw or take 14 (4d6) piercing damage and be Blinded until it takes an action to clear its eyes. Leaping Strike (Costs 2 Actions). The bebilith jumps up to 60 feet and makes a Rending Forelegs attack.


Art Credits Bebilith by Chippy The Part Where I Shill My Patreon Want to support the creation of content like this? I post new monsters with lore and tactics to my patreon five times a week, joining the more than 1000 already there, indexed in a big PDF along with formats for Foundry and 5eTools. Also check out my website and instagram, where my wife and I make handmade dice and dice bags, and where I post free books as I get them polished up. I'm trying to get a new free book like this out every other month or so. If you've got any monsters you'd like to see statted up by me, leave me a comment over in the permanent thread in r/bettermonsters and I'll put something together for you. Supported By Aaron Rosenberg AHorseWithNoName Alex Bogart Alex Gillies Alex O'Donnell Alex O'Hanlon Alisha Herbitter Allis Anders Ivarsson Andrew Cheeseman Benji Morris Bernhard Fritz Blueberryperson Bradley Webb Brandon Malofsky David Jose Delport Breckland Ex Nihilo Flipp Fletcher Herring George Hughes GramPositive Harrison Phillips Helltroll Hoswell Jack O'Keefe Jacob Gist Jake Serna James Hawthorne James McBride Johnathan Chavez Joseph Donley Josh Huston Justin King Kelsii Weber Kyle Cove Lascifrass Lawrence Courtrelle Luke Wheeler Malacandrian Marc Adelman Matt Herbert Matt Pierce Matthew Cullen Matthew S Mauricio Garcia Maximilian Bizjak Mehul Gupta Michael Taylor Mike Nicolan Milo Baraclough Mitch Whitehead Moritz Hackl Nathan Johnson Nathanial Schnebly Niall Nick I Niki S ObsessiveModelmaker Ondřej Kříž Oscar Mangandid Patrick Phoenix Daniels Primarily Daniel Rae Judd Rici Robert Martin Robin Bjälmsjö Robin Roberts Ronan Battistoni Rowan RuggerFoodie Sandy Hogg SardScroll saternoutlaw Saz Shadowfield Shane Sharelle D Larsen Sheila Dietrich Simen Lande Simon Bell simon Jørgensen Simon Weller SirApetus Sylphreni Tanner F Moen The Coffee Bean GM Victor Navone Vince Margaretich Walter Downard William Dixon Zach Kozel


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