Bebilith (CR 13/MR 5)

A spider the size of an elephant, this dark blue arachnid rears up on its six hind legs to raise its barbed and razor-edged front claws.

Mythic Bebilith (CR 13/MR 5)
XP 25,600
Pathfinder Roleplaying Game Bestiary
CE Huge outsider (chaotic, evil, extraplanar, mythic)
Init +5; Senses darkvision 60 ft., scent; Perception +16


AC 27, touch 9, flat-footed 26 (+1 Dex, +18 natural, –2 size)
hp 212 (12d10+146)
Fort +16, Ref +11, Will +7
Defensive Abilities block attacksMA; DR 10/epic and good


Speed 60 ft., climb 30 ft.
Melee bite +20 (2d6+10 plus withering rotMA) and 2 claws +20 (2d4+15/19–20/x3 plus negate armorMA)
Space 15 ft.; Reach 15 ft.
Special Attacks mythic power (5/day, surge +1d8), penetrating strike, pounceMA, web (+11 ranged touch, DC 24, 12 hp)

Spell-Like Abilities (CL 12th)
At will—plane shift (bebilith only)


Str 30, Dex 12, Con 26, Int 11, Wis 13, Cha 13
Base Atk +12; CMB +24; CMD 35 (47 vs. trip)
Feats CleaveMF, Improved Critical (claws)MF, Improved Initiative, Iron Will, Lightning Reflexes, Power AttackMF
Skills Acrobatics +16, Climb +33, Perception +16, Sense Motive +16, Stealth +16, Survival +16; Racial Modifiers +8 Stealth
Languages Abyssal (cannot speak); telepathy 100 ft.
SQ powerful blows (claw)MA


Environment any (the Abyss)
Organization solitary or band (1 mythic bebilith and 2–6 bebiliths)
Treasure standard

Special Abilities

Negate Armor (Ex) If a mythic bebilith hits a foe with a claw attack, it can attempt to peel away the target›s armor or shield as a free action by making a CMB check. If the mythic bebilith is successful, the target’s armor or shield is torn from his body and dismantled, falling to the ground. Armor or shields subjected to this attack lose half their hit points and gain the broken condition if the foe fails a DC 26 Reflex save.

Alternatively, if a mythic bebilith hits a foe with both claw attacks, it can attempt to assess the target’s natural armor by making a CMB check. If the mythic bebilith is successful, it gains an insight bonus equal to half the targets natural armor bonus on its attacks rolls against that target. If the mythic bebilith expends one use of its mythic power as a free action, the insight bonus is instead equal to the target’s natural armor bonus. The insight bonus remains until the mythic bebilith uses this version of its negate armor ability on a different opponent. The save DC is Strength-based.

Penetrating Strike (Su) A mythic bebilith's natural weapons are treated as chaotic, epic, and magical for the purposes of penetrating damage reduction. Against creatures with the demon type, its natural weapons are also treated as cold iron and good.

Withering Rot (Su) A mythic bebilith’s bite causes a horrible withering and weakening of the flesh, resulting in a hideous melting and foul rotting effect. This catastrophic withering begins on the round the creature is bitten and continues for an additional 4 rounds thereafter. At the end of each of the five rounds the rot persists, the target must succeed on a DC 24 Fortitude save or take 2 points of Strength and Constitution damage. The mythic bebilith can expend one use of mythic power as a free action when it delivers the bite to make the ability damage drain instead. A heal spell halts the rot effect but the caster must succeed on a DC 24 caster level check or cast a mythic version of the heal spell. The save DC is Constitution-based.

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