Magic Resistance. The Bebilith has advantage on saving throws against spells and other magical effects.
Leg Stab. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage. If the target is wearing armor (including mage armor) or has natural armor, reduce their AC by 1 for each hit, to a minimum equivalent to if they were completely unarmored. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage. The target must succeed on a DC 11 Constitution saving throw or become poisoned. While poisoned in this way, a target takes (2d6) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This ability ignores resistance or immunity to poison or the poisoned condition in creatures with the 'fiend' type, and fiends are at disadvantage on all the Constitution saving throws against this poison. Poison Spray (Recharge 5-6). The Bebilith sprays out a 15‐foot‐cone of Poison. Each creature in that area must succeed on a DC 11 Constitution saving throw or become poisoned. While poisoned in this way, a target takes (1d6) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This ability ignores resistance or immunity to poison or the poisoned condition in creatures with the 'fiend' type, and fiends are at disadvantage on all the Constitution saving throws against this poison. Web (Recharge 5-6): Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 14; immunity to bludgeoning, poison, and psychic damage). There is a 75% chance that the web will not burn if flame is applied to it (check each round).