Demon

Shehoalith's page

No posts. Alias of Steven T. Helt (RPG Superstar 2013).


Full Name

Shehoalith, Maztlicl, Gubuern

Alignment

chaotic evil

Languages

Languages Abyssal (cannot speak); telepathy 100 ft.

Strength 32
Dexterity 12
Constitution 28
Intelligence 11
Wisdom 13
Charisma 13

About Shehoalith

Init +5; Senses darkvision 60 ft., scent; Perception +18

DEFENSE
AC 22, touch 9, flat-footed 21 (+1 Dex, +13 natural, –2 size)
hp 222 (12d10+156)
Fort +19, Ref +13, Will +11
DR 10/good

OFFENSE
Speed 40 ft., climb 20 ft.
Melee bite +23 (2d6+15 plus rot) and 2 claws +23 (2d4+15/19–20)
Space 15 ft.; Reach 15 ft.
Special Attacks dismantle armor, penetrating strike, web (+13 ranged, DC 25, 12 hp)
Spell-Like Abilities (CL 12th)
At will—plane shift (bebilith only)
STATISTICS
Base Atk +12; CMB +27; CMD 38 (50 vs. trip)
Feats Cleave, Improved Critical (claws), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Skills Acrobatics +18, Climb +36, Perception +18, Sense Motive +18, Stealth +18, Survival +18; Racial Modifiers +8 Stealth

SPECIAL ABILITIES
Dismantle Armor (Ex) 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 27 Reflex save. The save DC is Strength-based.

Penetrating Strike (Su) 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.

Rot (Su) 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 rounds of withering in all. Each round the rot persists, the target must succeed on a DC 25 Fortitude save or take 2 points of Constitution damage. If the target makes two consecutive saving throws in a row, the effect is cured. Heal can also halt the rot effect. The save DC is Constitution-based.