Bebilith Creature 10

CE Huge Beast Fiend

Senses 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 [reaction]

Speed 35 feet, climb 15 feet

Melee [one-action] jaws +23 (magical, reach 10 feet), Damage 2d10+13 piercing plus Abyssal rot

Melee [one-action] claw +23 (agile, magical, reach 15 feet), Damage 2d8+13 slashing

Ranged [one-action] web +23 (range increment 60 feet), Effect dimensional tether

Divine Innate Spells DC 29; 7th plane shift (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 dimensional anchor 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 dimensional anchor effect but does not free the restrained creature.

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


While demons control much of the Abyss, even they are hunted in the wilder regions of this horrific plane. The most notorious of these predators—though not the deadliest—is the bebilith. These fiends resemble elephant-sized spiders with glowing eyes, barbed chitin, and a fanged maw dripping caustic fluid.

Many demons and planar travelers have underestimated bebiliths’ devious intellects, believing them to be little more than oversized vermin. Bebiliths take advantage of this, ambushing foes with unexpected tactics. While they lash out at any creatures they encounter, they take great pleasure in chewing on demonic flesh. Qlippoth are the only creatures bebiliths never consume.

Though it doesn’t happen often due to their ability to shift planes, some bebiliths find themselves trapped on other planes either through magical binding or subjugation to beings of great power. While trapped away from their favored prey, a bebilith’s hungers can shift. In such cases, the creature’s penetrating strikes can adapt—a bebilith trapped in Elysium, for example, might become a hunter of azatas, and its Penetrating Strike would count as cold iron and evil instead so that it could target traditional azata weaknesses.

Section 15: Copyright Notice
Pathfinder Bestiary 2 (Second Edition) © 2020, Paizo Inc.; Authors: Alexander Augunas, Dennis Baker, Jesse Benner, Joseph Blomquist, Logan Bonner, Paris Crenshaw, Adam Daigle, Jesse Decker, Darrin Drader, Brian Duckwitz, Robert N. Emerson, Scott Fernandez, Keith Garrett, Scott Gladstein, Matthew Goodall, T.H. Gulliver, BJ Hensley, Tim Hitchcock, Vanessa Hoskins, James Jacobs, Brian R. James, Jason Keeley, John Laffan, Lyz Liddell, Colm Lundberg, Ron Lundeen, Jason Nelson, Randy Price, Jessica Redekop, Patrick Renie, Alistair Rigg, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter, Amber Stewart, Jeffrey Swank, Russ Taylor, and Jason Tondro.