17 (natural armor)
189 (18d12 + 72)
walk 40 ft., climb 40 ft.
Con +8, Wis +5
Perception +5, Stealth +10
cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
fire, poison
poisoned
blindsight 30 ft., darkvision 60 ft.
understands Abyssal but only speaks telepathically to its own kind
12
The bebilith can innately cast the following spell, requiring no material components: • 3/Day: darkness
The bebilith may use a bonus action to mark prey that it has damaged. Only one creature can be marked at a time. The bebilith always knows the exact location of the marked prey on the current plane of existence, cannot be surprised by it, and has advantage on all attack rolls against it.
The bebilith can climb difficult surfaces, including upside down, without needing to make an ability check and ignores any movement restrictions caused by webbing.
The Bebilith uses poisoned web if it can and then makes two melee attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 21 (6d6) poison damage. Any creature that drops to zero hit points because it has been bit by the bebilith lights on fire and suffers 7 (2d6) fire damage each round until healing is applied to them.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Ranged Weapon Attack: +10 to hit, range 30/60 ft., one creature. Hit: 36 (8d8) poison damage, and the target is restrained by webbing. While restrained, the target takes 9 (2d8) poison damage at the start of each of its turns and the target may then make a DC 17 Strength check to free itself from the webbing. Unlike normal webs, fire cannot burn a bebilith's webbing but if used will ignite the web inflicting an additional 3 (1d6) fire damage to trapped targets.