
Attributes
Alkilith
Size
Medium
Monster Race
Fiend (demon)
Alignment
Chaotic Evil
Armor Class
17 (natural armor)
Hit Points
157 (15d8 + 90)
Speed
8m
Attributes
STR
12 (+1)
DEX
19 (+4)
CON
22 (+6)
INT
6 (-1)
WIS
11 (+0)
CHA
7 (-2)
Features
Saving Throws
Dex +8, Con +10
Skills
Stealth +8
Damage Resistance
Acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
Poison
Condition Immunities
Charmed, frightened, poisoned
Senses
Darkvision 24m, passive Perception 10
Languages
Understands Abyssal but can’t speak
Challenge
11 (7,200 XP)
Abilities
Amorphous
The alkilith can move through a space as narrow as 2cm 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 6m 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 attacks with its tentacles.
Tentacle
Melee Weapon Attack: +8 to hit, reach 3m, one target. Hit: 18 (4d6 + 4) acid damage.