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Demon Bebilith (Tsuchigumo)

By Print artist: Utagawa Kuniyoshi (歌川国芳) - https://www.britishmuseum.org/collection/object/A_1907-0531-0-624-1-3, Public Domain, https://commons.wikimedia.org/w/index.php?curid=89882287, Bebilith
By Print artist: Utagawa Kuniyoshi (歌川国芳) – https://www.britishmuseum.org/collection/object/A_1907-0531-0-624-1-3, Public Domain, https://commons.wikimedia.org/w/index.php?curid=89882287

The Tsuchigumo lives in the Japanese Alps. The name means “ground spider”, likely due to perceived physical traits that were later exaggerated or embellished.

Bebiliths are enormous, predatory, arachnid demons that hunt other demons. A bebilith has a body the size of a plow horse, with legs spanning more than 14 feet. It weighs more than two tons.

They understand but do not speak Abyssal. Their telepathy allows them to communicate silently with one another.


Bebilith

Huge fiend, chaotic evil

Armor Class 15 (natural armor)
Hit Points 187 (15d12 + 90)
Speed 40 ft., climb 40 ft.

STRDEXCONINTWISCHA
27 (+8)12 (+1)23 (+6)10 (+0)13 (+1)13 (+1)

Saving Throws Dexterity +5, Constitution +10
Skills Perception +5, Stealth +5
Damage Resistances acid, lightning
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Telepathy 120 ft. (Abyssal only)
Challenge 11 (7,200 XP)

Special Traits

  • Keen Smell. A bebilith has advantage on Wisdom (Perception) checks that rely on smell.
  • Magic Resistance. The bebilith has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. A bebilith’s weapon attacks are magical.
  • Rend Armor. When a bebilith hits a creature wearing nonmagical armor or carrying a shield with both claw attacks in the same round, the armor or shield takes a permanent -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to +0 bonus is destroyed. A damaged shield or suit of armor can be repaired by a blacksmith.

Actions

  • Multiattack. A bebilith makes three attacks: one with its bite and two with its claws
  • BiteMelee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease. If the saving throw fails, the target takes 22 (4d10) poison damage immediately and becomes poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw and reduce its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.
  • ClawsMelee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 9) slashing damage.

Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.

Demon Bebilith (Tsuchigumo)

Bebilith
Huge outsider (Chaotic, Extraplanar, Evil)
Hit Dice12d8+96 (150 hp)
Initiative+5
Speed40 ft. (8 squares), Climb 20 ft.
Armor Class22 (-2 size, +1 Dexterity, +13 natural), touch 9, flat-footed 21
Base Attack/Grapple+12/+29
AttackBite +19 melee (2d6+9 plus poison) or web +11 ranged
Full AttackBite +19 melee (2d6+9 plus poison) and 2 claws +14 melee (2d4+4); or web +11 ranged
Space/Reach15 ft./10 ft.
Special AttacksPoison, rend armor, web
Special QualitiesDamage reduction 10/good, Darkvision 60 ft., plane shift, Scent, telepathy 100 ft.
SavesFort +16, Ref +9, Will +9
AbilitiesStrength 28, Dexterity 12, Constitution 26, Intelligence 11, Wisdom 13, Charisma 13
SkillsClimb +24, Diplomacy +3, Hide +16, Jump +28, Listen +16, Move Silently +16, Search +15, Sense Motive +16, Spot +16, Survival +1 (+3 following tracks)
FeatsCleave, Improved Initiative, Improved Grapple, Power Attack, Track
EnvironmentA chaotic evil-aligned plane
OrganizationSolitary
Challenge Rating10
TreasureNone
AlignmentAlways chaotic evil
Advancement13-18 HD (Huge); 19-36 HD (Gargantuan)
Level Adjustment

COMBAT

A bebilith attacks any creature it sees. It usually picks one target and concentrates its attacks on that opponent, using its webs to isolate the target from its comrades. Should the bebilith become overwhelmed by tougher opponents, it often attempts to bite one or more 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 of overcoming damage reduction.

Poison (Ex): Injury, Fortitude DC 24, initial damage 1d6 Constitution, secondary damage 2d6 Constitution. 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.

Rend Armor (Ex): If a bebilith hits with both claw attacks, it pulls apart any armor worn by its foe. This attack deals 4d6+18 points of damage to the opponent’s armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.

Web (Ex): A bebilith can throw a web up to four times per day. 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 Gargantuan size. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 24 Escape Artist check or burst the web with a DC 24 Strength check. The check DCs are Constitution-based. The web has
14 hit points 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).

Plane shift (Su): This ability affects only the bebilith. It is otherwise similar to the spell (caster level 12th).

Skills: A bebilith has mottled coloration that gives it a +8 racial bonus on Hide checks.

BEBILITH LORE

Originally Posted by Dracomortis of the Wizards Community forums.

On this thread

Characters with ranks in Knowledge (the Planes) can learn more about bebiliths. When a character makes a successful skill check, the following lore is revealed, including the information from the lower DCs. Those who recognize the creature’s ancestry can use Craft (poisonmaking) to learn more.

Knowledge (the Planes)
DCResult

15

This arachnoid creature is a bebilith, a type of demon. This result reveals all outsider and tanar’ri traits.

25

Bebiliths are highly predatory creatures that enjoy hunting other demons, but aren’t picky and won’t pass up the opportunity to hunt other creatures.
30 A bebilith tends to focus on one opponent at a time. If it cannot single out an enemy, it will use bite the creature and retreat, waiting while its poison weakens the victim. In addition to its poisonous bite, a bebilith possesses the ability to rend a foe’s armor, destroying it.
Craft (poisonmaking)
DCResult

15

A bebilith’s venom, while extremely potent, is also highly perishable and loses its potency upon contact with the air almost instantaneously.
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