17 (natural armor)
157 (15d8+90)
walk 40 ft.
Dex +8, Con +10
Stealth +8
acid, cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks
poison
charmed, frightened, poisoned
darkvision 120 ft.
understands Abyssal but can't speak
11
The alkilith can move through a space as narrow as 1 inch wide without squeezing.
While the alkilith is motionless, it is indistinguishable from an ordinary slime or fungus.
Any creature that isn't a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check. If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the alkilith). While under the effect of that confusion, the creature is immune to Foment Madness.
The alkilith has advantage on saving throws against spells and other magical effects.
The alkilith makes three tentacle attacks.
Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) acid damage.
17 (natural armor)
168 (16d8 + 96)
walk 40 ft., climb 40 ft.
Dex +8, Con +10
Stealth +8
acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
poison
charmed, frightened, poisoned
darkvision 120 ft.
understands Abyssal but can't speak
11
+4
If the alkilith surrounds a door, window, or similar opening continuously for 6d6 days, the opening becomes a permanent portal to a random layer of the Abyss.
The alkilith can move through a space as narrow as 1 inch wide without squeezing.
If the alkilith is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the alkilith move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the alkilith isn't ordinary slime or fungus.
Any creature that isn't a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check. If the saving throw against Foment Confusion fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the alkilith). While under the effect of that confusion, the creature is immune to Foment Confusion.
The alkilith has advantage on saving throws against spells and other magical effects.
The alkilith can climb difficult surfaces, such as upside down on ceilings, without making an ability check.
The alkilith doesn't require air, food, drink, or sleep.
The alkilith makes three Tentacle attacks.
Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) acid damage.