Monsters / Bebilith

Bebilith

CR 10 - 9,600 XP - CE Huge Outsider

Stat block

AC22 (touch 9, flat-footed 21)HP150 (12d10+84)SavesFort +15, Ref +11, Will +7Meleebite +19 (2d6+9 plus rot) and 2 claws +19 (2d4+9/19-20)Speed40 ft., climb 20 ft.AbilitiesStr 28, Dex 12, Con 24, Int 11, Wis 13, Cha 13BAB / CMB / CMD+12 / +23 / 34Sensesdarkvision 60 ft., scent; Perception +16Environmentany (the Abyss)
DR 10/good

Combat brain - every behavior cites its line (6 rules)

Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.

web-snare (from special_attacks)
special attacks: web - entangle from range before closing
bruiser (from abilities)
abilities: Str 28 over Dex 12 - plant and full-attack, soak the hits
strikes-first (from feats)
feats: Improved Initiative - it moves before you do
power-attack (from feats)
feats: Power Attack - trades accuracy for damage when the hit is likely
night-hunter (from senses)
senses: darkvision 60 ft., scent; Perception +16 - hunts where prey is blind
targets-weakest (from alignment)
alignment CE, Int 11 - picks off the wounded and the unarmored first

On-hit riders and breath

webDC 23 Reflex

From the entry

If a bebilith hits a foe with both claw attacks, it can attempt to peel away the target's armor and shield as a free action by making a CMB check. If the bebilith is successful, the target's armor and shield are torn from his body and dismantled, falling to the ground. Armor subjected to this attack loses half its hit points and gains the broken condition if the target fails a DC 25 Reflex save. The save DC is Strength-based. A bebilith's natural weapons are treated as chaotic 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. A 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 another 4 rounds thereafter, for 5 ...