Bebilith

Bebilith

Creature 10

Perception +21; darkvision, scent demons 60 feet, scent (imprecise) 30 feet

Languages Abyssal (can’t speak any language); telepathy 100 feet

Skills Acrobatics +19, Athletics +23, Intimidation +21, Stealth +19

Str +7, Dex +3, Con +6, Int +3, Wis +5, Cha +5

Scent Demons A bebilith can smell demons as a precise sense.

AC 30; Fort +22, Ref +19, Will +19

HP 200; Weaknesses good 10

Attack of Opportunity

Speed 35 feet, climb 15 feet

Melee jaws +23 (magical, reach 10 feet), Damage 2d10+13 piercing plus Abyssal rot

Melee claw +23 (agile, magical, reach 15 feet), Damage 2d8+13 slashing

Ranged web +23 (range increment 60 feet), Effect dimensional tether

Divine Innate Spells DC 29; 7th 

 (self only)

Abyssal Rot (disease, necromancy) The drained condition from Abyssal rot is cumulative, to a maximum of drained 4; Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 negative damage (1 round); Stage 2 3d6 negative damage and drained 1 (1 round); Stage 3 3d6 negative damage and drained 2 (1 round)

Dimensional Tether A creature hit by the bebilith’s web Strike is restrained and tethered to the bebilith, preventing it from moving further away from the bebilith. The restrained creature is also under the effects of a 

 spell (DC 29) with a duration that lasts as long as the creature remains tethered. The bebilith can have only one creature tethered at a time. The DC to Escape or Force Open the tether is 29. The tether can be severed with a Strike (AC 20, Hardness 2, HP 20); this ends the  effect but does not free the restrained creature.

Penetrating Strike Against demons, a bebilith’s Strikes count as cold iron and good.