Alkilith

Medium fiend (demon), Chaotic Evil

Armor Class

17 (natural armor)

Hit Points

157 (15d8+90)

Speed

walk 40 ft.

Saves

Dex +8, Con +10

Skills

Stealth +8

Damage Resistances

acid, cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

charmed, frightened, poisoned

Senses

darkvision 120 ft.

Languages

understands Abyssal but can't speak

Challenge

11

Amorphous

The alkilith can move through a space as narrow as 1 inch wide without squeezing.

False Appearance

While the alkilith is motionless, it is indistinguishable from an ordinary slime or fungus.

Foment Madness

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.

Magic Resistance

The alkilith has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The alkilith makes three tentacle attacks.

Tentacle

Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) acid damage.

Alkilith

Medium fiend (demon), typically chaotic evil

Armor Class

17 (natural armor)

Hit Points

168 (16d8 + 96)

Speed

walk 40 ft., climb 40 ft.

Saves

Dex +8, Con +10

Skills

Stealth +8

Damage Resistances

acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

charmed, frightened, poisoned

Senses

darkvision 120 ft.

Languages

understands Abyssal but can't speak

Challenge

11

Proficiency Bonus

+4

Abyssal Rift

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.

Amorphous

The alkilith can move through a space as narrow as 1 inch wide without squeezing.

False Appearance

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.

Foment Confusion

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.

Magic Resistance

The alkilith has advantage on saving throws against spells and other magical effects.

Spider Climb

The alkilith can climb difficult surfaces, such as upside down on ceilings, without making an ability check.

Unusual Nature

The alkilith doesn't require air, food, drink, or sleep.

Actions

Multiattack

The alkilith makes three Tentacle attacks.

Tentacle

Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) acid damage.