The Matriarch

Portrait
Description
Bebilith Description:

==All special abilities are listed at the bottom of my description and are taken directly from the dnd SRD. These are used for RP only. Some DC's and skills have been changed slightly to adapt the NWN system.==

Standing before you is an enormous monstrosity from the pits of the abyss. Chitinous plates coat the outside of this massive arachnid, armoring it as if it were wearing plate armor itself. Massive fangs drip venom, constantly working in it's multi-part mouth as if the giant spider herself constantly were hungry. Her plates seemed to shimmer in the light, shifting and flowing in a confusing pattern almost like a displacer beast. Her form could spontaneously bend the light through it, causing the massive spider to turn invisible; much to the fear of the prey she hunted.

With a fourteen foot legspan and weighing in at just over two tons, this massive arachnid was not to be messed with. Hanging behind her was her abdomen, curled down and around with a massive stinger...and next to that - an ovipositor. This beast was fitted with a phallic shaped ovipositor, capable of breeding female and male alike, and filling them with her foul eggs - eggs ready to hatch into more spiders.

= I have no lights, red, green, yellow, or otherwise! =


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Special Attacks: Poison, rend armor, web
Special Qualities: Darkvision 60 ft., plane shift, scent, telepathy 100 ft.

Poison (Ex): Injury, Fortitude DC 24, initial damage 1d6 Con, secondary damage 2d6 Con. Bebilith venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air.

Rend Armor (Ex):  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 55 Discipline check or burst the web with a DC 24 Strength check. 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).

Scent (Ex): This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent.Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.

A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Spot) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Spot DC to track becomes 20 rather than 10.
Player:TheMatriarch
Gender (Visually):Female
Race (Visually): Elf