May 4, 2009
Word of Wizards - Excerpts: Bebilith
Monster Manual 2 Excerpts: Bebilith
Today we look at the spider demons that are servants of Lolth and summoned to bring destruction or as guardian by her black skinned worshippers, the Bebilith.
The Bebilith is a Level 18 Solo Brute but it is also very mobile during combat. Other than having a normal and climb speed of 12, its Hunter's Reflexes allows it to shift 4 squares including through enemy ones as an immediate reaction when an enemy enters into an adjacent square (recharge 5,6).
This is accompanied by a heighten Dangersense which splits a Bebilith's action down to twice per round to react against any dangers that it senses. A Bebilith cannot ready or delay an action but can make one immediate action per round. The Bebilith doesn't roll for initiative. Instead, on the initiative count of 20 and 10, the Bebilith makes only a standard action (either to attack or to move presumably) instead of having the usual action allotment on every turn.
Distance gives the Bebilith an advantage where it can spin a Flaming Web (minor, recharge 5,6) on its opponents within close burst 5. Anyone that is caught takes 2d8+10 and 10 ongoing fire damage and is slowed (save ends both). If the character fails the first saving throw, they become restrained and take 15 ongoing fire damage (save ends both). Resistance towards fire won't save you if you are within its Spectral Death Web aura. Anyone that is hit by an attack loses all of their resistance until the end of their next turn as long as they are within the aura 3.
For melee, it can use its Flashing Claws (standard; at-will) on 2 different enemies within reach 3. Each Reaving Claw (standard; at-will) deals 2d10+6 damage and a cumulative -1 to AC to the target which lasts until the end of the encounter. When it is Bloodied, closer enemies would have to watch out for its Venomous Bite (standard; recharge 6) which deals 2d8+6 damage and 10 ongoing poison damage (save ends).
For defenses, the Bebilith has a resistance of 20 against fire and a 20 variable resistance which it can use 2 per encounter.
This is quite a mean monster with some dangerous attacks. Dangersense is a very interesting mechanic but I'm not sure if it will work very well on the table. For one thing, making Flaming Web a minor action is pretty useless since it doesn't have a minor action slot on its turn. So every turn, the decision is to either move, attack or release a web when it is recharged.
Surprisingly, this brute is very mobile so that should be used in conjunction with some difficult terrain to have an advantage.
Anything to say about the Bebilith?
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4E,
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Word of Wizards
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