Author Topic: Bebilith  (Read 2990 times)

Offline oslecamo

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Bebilith
« on: March 18, 2016, 11:24:57 PM »
Bebilith



Table: BebilithHD: d12


Level
1
2
3
4
5
6
7
8
9
10
Base
Attack
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10

Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Ref
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7


Special
Bebilith Body, Poison, Web, +1 Str, +1 Con
Demon, Scent,+1 Str, +1 Con
Hunter Hide, Rending Claws, +1 Str, +1 Con
Growth, Long Web, +1 Str, +1 Con
Abyss Avatar, +1 Str, +1 Con
Concentrate, Cruel Killer,+1 Str, +1 Con
Predator Shift,+1 Str, +1 Con
Growth, Volatile Venom, +1 Str, +1 Con
Harbringer of Death and Torture, +1 Str, +1 Con
Evil Enough to Eat +1 Str, +1 Con

Skills:6+int modifier per level, Class skills are Balance, Climb, Diplomacy Intimidate, Jump, Hide, Knowledge(any), Move Silently, Listen, Sense motive, Spot, Survival, Swim

Proficiencies:  The Bebilith is proficient with its own natural weapons.

Features:

Bebilith Body: The Bebilith loses all other racial bonuses and gains outsider traits (basicaly dark vision 60 feet).  Bebiliths are medium outsiders, a base speed of 40 feet, a climb speed equal to half its base speed, one bite attack dealing 1d6+Str mod. In addition it has a natural armor bonus equal to 2+ is Con mod. It has no limbs capable of fine manipulation and cannot speak.

Poison: When the Bebilith hits a target with its bite attack, it injects a poison with Fortitude DC 10+1/2 HD+Con mod, initial damage 1d2 Con, secondary damage double that. For each 3 HD the Bebilith has, increase the initial damage one die size, and the secondary damage becomes double it. This poison ignores any immunity or resistance to poison from demons. Bebilith venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air. The save DC is Constitution-based.


Web: A bebilith can throw a web a number of times per day equal to its Con mod. This is similar to an attack with a net but has a maximum range of 30 feet, with a range increment of 10 feet. This attack is effective against targets of up to one size category large than Bebilith. The web anchors the target in place, allowing no movement.  An entangled creature can escape with a DC 10+HD+Con mod Escape Artist check or burst the web with a Strength check of equal DC. The web has hit points equal to 4+HD and hardness 0. There is a 75% chance that the webbing will not burn if any sort of fire is applied to it (check each round).

Ability Score Increase: The Bebilith gains +1 Str and +1 Con at each level, for a total of +10 Str and +10 Con at 10th level.

Demon: At 2nd level the Bebilith gains resistance to electricity and a bonus on saves against poison equal to his HD, and resistance to fire, acid and cold equal to half his HD. Plus telepathy 40 feets plus 10 feets for each extra HD from here. Also gains the evil and chaotic subtypes and his weapons/natural attacks count as evil and chaotic for bypassing DR.

Scent: At 2nd level the Bebilith gains the Scent extraordinary quality.

Hunter Hide: At 3rd level the Bebilith gains DR/good equal to 2+1/2 HD.

Rending Claws: At 3rd level the Bebilith can use its front claws as a pair of natural weapons, each dealing 1d4 base damage. If a bebilith hits with both claw attacks, it pulls apart any armor or shield worn by its foe(Bebilith's choice). This attack deals 2d6+double Str mod points of damage to the opponent’s armor (if the Bebilith changes size, adapt the damage accordingly). Creatures not wearing armor take this damage themselves, and if they drop below half HP, they lose any natural armor bonus and DR they had until they're healed above half HP. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.

Growth: At 4th level the Bebilith grows one size category. At 8th level it grows another. Each time its Natural armor increases by 1. In addition the Bebilith ignores size penalties when using the Hide skill.

Long Web: At 4th level by spending one use of Web as a fullround action, the Bebility may instead either replicate a Web spells with CL=HD, also with 75% chance of ignoring any fire damage, or use its regular web with the range multiplied by 10.

Abyss Avatar: At 5th level the Bebilith benefits from a permanent Magic Circle against Good on itself. Chaotic Good creatures must succeed on a Will save with DC 10+1/2 HD+Str mod to attack it at all (failure means their action fails, success means they can attack it for 1 round). As a swift action the Bebilith may change it to a Magic Circle against Evil or back. In this case Chaotic Evil creatures must succeed on a Will save with DC 10+1/2 HD+Str mod to attack it at all (failure means their action fails, success means they can attack it for 1 round).

Concentrate: At 6th level the Bebilith can attack with its Bite and Claws as a standard action, provided all the attacks are aimed at a single opponent.

Cruel Killer: At 6th level if the Bebilith ignores all Charm and Dominate effects, and if anyone tries to use it against them, the Bebilith gains a profane bonus to attack rolls, damage rolls, saves and AC equal to half the Bebilith's HD against that opponent for 1 round.

Predator Shift: At 7th level the Bebilith can replicate a Plane Shift effect as the spell as a standard action, but only on itself, with CL=HD. A number of times per day equal to its Con mod, the Bebilith can drag a creature in melee range with it when using this ability, DC 10+1/2 HD+Str mod to resist. If the creature was injected with the Bebilith's poison, increase the DC by 4. In addition the Bebilith can use its Scent ability to detect places where creatures used planar travel from/to.

Infernal Strands: At 8th level the Bebilith's Web and Long Web ignores Freedom of Movement effects and produces a Dimensional Anchor effect on the victims.

Volatile Venom: At 8th level creatures that die within 1 minute of being injected by the Bebilith's poison explode into ash, dealing 1d6 profane damage per HD in a radius equal to the corpse's own plus 5 feet, Reflex save with DC 10+1/2 HD+Con mod for half.

Harbringer of Death and Torture:At 9th level the Bebilith can use its Bite attack or Web as an immediate action, its Long Web as a swift action, and becomes immune to nonmagic weapons that aren't crafted of pure metal. Its claws can now also damage force effects, that count as having 5 HP per CL (if it had no CL, it is automatically destroyed).

Evil Enough to Eat: Some sages theorize that Bebiliths are manifestations of the self-destructive nature of the Abyss, a demon that loves to hunt and kill other demons. Some heretics even claim that would make Bebiliths actually forces of good, however  this kind of demon will gladly hunt and painfully kill anything else that moves if their favorite prey isn't present, seemingly never satisfied.  A fully developed Bebilith is thus never surprised, seeing everything as potential food, while the magics of smaller beings have trouble affecting them at all.

At 10th level the Bebilith's poison can affect all creatures that would normally be immune to it, but those gain a +5 bonus on their saves (demons don't get the +5 bonus). Even creatures without Con scores can be affected, taking half the damage they would take to Con to their Cha scores. The Bebilith also gains a profane bonus on attack rolls and damage rolls equal to three times the number of rounds it has been fighting an enemy (if the Bebilith does not attack the enemy, isn't harmed/hindered by it, nor tries to approach the enemy, the counter resets to one). Finally the Bebilith gains a permanent Foresight effect on self, and spells/powers/SLAs/PLAs from enemies smaller than it have a 50% chance of failing to affect the Bebilith, even if they didn't allowed SR/PR.

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« Last Edit: March 26, 2016, 11:00:27 AM by oslecamo »

Offline VindAlowd

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Re: Bebilith
« Reply #1 on: March 22, 2016, 09:38:49 PM »
It looks like volatile venom needs a radius.

Offline oslecamo

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Re: Bebilith
« Reply #2 on: March 26, 2016, 11:00:41 AM »
Fixed, thanks.