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Monster Manual

Monster Manual

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DEMONIllus. by D. Knutson42Round 3: Full melee attack with weapons, including entanglewith whip.Round 4: Teleport or fly away with entangled foe to reestablishrange; repeat round 1 and continue.A balor who wants to drive off or neutralize a party without slayingits foes avoids lethal attacks.Prior to combat: Unholy aura.Round 1: Dominate monster.Round 2: Power word stun.Round 3: Insanity or telekinesisto incapacitate or repela dangerous opponent.Round 4: Teleport or flyaway to reestablish range;repeat round 1 and continue.BEBILITHHuge Outsider (Chaotic,Extraplanar, Evil)Hit Dice: 12d8+96 (150 hp)Initiative: +5Speed: 40 ft. (8 squares),climb 20 ft.Armor Class: 22(–2 size, +1 Dex, +13 natural), touch 9, flat-footed 21Base Attack/Grapple: +12/+29Attack: Bite +19 melee (2d6+9 plus poison) or web +11 rangedFull Attack: Bite +19 melee (2d6+9 plus poison) and 2 claws +14melee (2d4+4); or web +11 rangedSpace/Reach: 15 ft./10 ft.Special Attacks: Poison, rend armor, webSpecial Qualities: Damage reduction 10/good, darkvision 60 ft.,plane shift, scent, telepathy 100 ft.Saves: Fort +16, Ref +9, Will +9Abilities: Str 28, Dex 12, Con 26, Int 11, Wis 13, Cha 13Skills: Climb +24, Diplomacy +3, Hide +16, Jump +28, Listen +16,Move Silently +16, Search +15, Sense Motive +16, Spot +16,Survival +1 (+3 following tracks)Feats: Cleave, Improved Initiative, Improved Grapple, PowerAttack, TrackEnvironment: Infinite Layers of the AbyssOrganization: SolitaryChallenge Rating: 10Treasure: NoneAlignment: Always chaotic evilAdvancement: 13–18 HD (Huge); 19–36 HD (Gargantuan)Level Adjustment: —An enormous, misshapen spider stalks out of the darkness. Its forelegs endin wicked barbs, and globs of foul goo drip from its fanged mouth.Bebiliths are enormous, predatory, arachnid demons that huntother demons. While they favor preying upon other demons, theyaren’t picky—they will stalk and attack any type of creature.A bebilith has a body the size of a plow horse, with legs spanningmore than 14 feet. It weighs more than two tons.Bebiliths understand but do not speak Abyssal. Their telepathyallows them to communicate silently with one another.COMBATA bebilith attacks any creature it sees. It usually picks one targetand concentrates its attacks on that opponent, using its webs to isolatethe target from its comrades. Should the bebilith become overwhelmedby tougher opponents, it often attempts to bite one ormore of its victims and retreats, allowing its poison to do its work.A bebilith’s natural weapons, as well as any weapons it wields,are treated as chaotic-aligned and evil-aligned for the purpose ofovercoming damage reduction.Poison (Ex): Injury, Fortitude DC 24, initial damage 1d6 Con,secondary damage 2d6 Con.Bebilith venom is highly perishable, losing its potency andbecoming inert, foul-smelling gooalmost as soon as it comes into contactwith air. The save DC is Constitution-based.Rend Armor (Ex): If abebilith hits with both clawattacks, it pulls apart anyarmor worn by its foe.This attack deals 4d6+18points of damage to theopponent’s armor. Creaturesnot wearing armorare unaffected by thisspecial attack. Armor reducedto 0 hit points isdestroyed. Damagedarmor may be repairedwith a successful Craft(armorsmithing)check.Web (Ex): A bebilith can throw aweb up to four times per day. Thisis similar to an attack with a net but has a maximum range of 30feet, with a range increment of 10 feet. This attack is effectiveagainst targets of up to Gargantuan size. The web anchors thetarget in place, allowing no movement.An entangled creature can escape with a DC 24 Escape Artistcheck or burst the web with a DC 24 Strength check. The checkDCs are Constitution-based. The web has 14 hit points and hardness0. There is a 75% chance that the webbing will not burn if anysort of fire is applied to it (check each round).Plane Shift (Su): This ability affects only the bebilith. It isotherwise similar to the spell (caster level 12th).Skills: A bebilith has mottled coloration that gives it a +8 racialbonus on Hide checks.DRETCHSmall Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)Hit Dice: 2d8+4 (13 hp)Initiative: +0Speed: 20 ft. (4 squares)Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16Base Attack/Grapple: +2/–1Attack: Claw +4 melee (1d6+1)Full Attack: 2 claws +4 melee (1d6+1) and bite +2 melee (1d4)Space/Reach: 5 ft./5 ft.Special Attacks: Spell-like abilities, summon tanar’riSpecial Qualities: Damage reduction 5/cold iron or good, darkvision60 ft., immunity to electricity and poison, resistance toacid 10, cold 10, and fire 10, telepathy 100 ft.Saves: Fort +5, Ref +3, Will +3Abilities: Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11Skills: Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2,Survival +0 (+2 following tracks)Feats: MultiattackEnvironment: Infinite Layers of the AbyssOrganization: Solitary, pair, gang (3–5), crowd (6–15), or mob(10–40)Challenge Rating: 2Treasure: NoneAlignment: Always chaotic evil

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