Bebilith Species in D&D world | World Anvil
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Bebilith

Magical sentient spiders who live in the Demonweb Pits and feed on fiends. Their bodies are capable of decomposing and neutralizing the corrupting energy of the Abyss, making them one of the few types of residents of the Abyss that are not fiendish.
Genetic Descendants
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Bebilith

Huge yugoloth, chaotic evil
Armor Class 16 (Natural Armor)
Hit Points 160 13d12+65
Speed 40ft Climb: 40ft

STR
18 +4
DEX
16 +3
CON
20 +5
INT
14 +2
WIS
12 +1
CHA
9 -1

Saving Throws Dex +8, Wis +7, Cha +4
Skills Stealth +8, Perception +7
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities poisoned
Senses Darkvision 120 ft., Passive Perception 17
Languages Yugoloth, telepathy 120 ft.
Challenge 13


Magic Resistance. The Bebilith has advantage on saving throws against spells and other magical effects.   Magical Weapons. The Bebilith's natural weapons count as magical for the purpose of overcoming damage resistance or immunity.   Leap Attack. The Bebilith can standing leap 40ft through (over) enemy spaces, and end this special movement with either Leg Stabs or Poison Spray.   Spider Climb. The Bebilith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.   Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.   Web Walker. The spider ignores movement restrictions caused by webbing.   Innate Spellcasting. The bebilith's innate spellcasting ability is Intelligence (spell save DC 17, +7 to hit with spell attacks). The bebilith can innately cast the following spells, requiring no material components:   At will: plane shift (self only)


Actions

Multiattack. The Bebilith makes three attacks with its leg stab, targeting a different target with each attack, or makes two bite attacks.   Leg Stab. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is wearing armor (including mage armor) or has natural armor, reduce their AC by 1 for each hit, to a minimum equivalent to if they were completely unarmored.   Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) slashing damage. The target must succeed on a DC 15 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 19 (4d6 + 5) poison damage at the start of each of its turns, and its max hp is lowered by the same amount. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This ability ignores resistance or immunity to poison or the poisoned condition in creatures with the 'fiend' type, and fiends are at disadvantage on all the Constitution saving throws against this poison.   Poison Spray (Recharge 5-6). The Bebilith sprays out a 15­‐foot­‐cone of Poison. Each creature in that area must succeed on a DC 15 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 11 (2d6 + 5) poison damage at the start of each of its turns, and its max hp is lowered by the same amount. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This ability ignores resistance or immunity to poison or the poisoned condition in creatures with the 'fiend' type, and fiends are at disadvantage on all the Constitution saving throws against this poison.   Web (Recharge 5-6): Ranged Weapon Attack: +7 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 24 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 14; immunity to bludgeoning, poison, and psychic damage). There is a 75% chance that the web will not burn if flame is applied to it (check each round).


 

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