Alkilith

Alkilith

Medium fiend (demon)
Challenge

STR
1
DEX
4
CON
6
INT
−2
WIS
0
CHA
−2

157
15d8+90
19
Soak
1
Fort
+9
Ref
+5
Will
−1
Defense note natural armor
Damage resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing from attacks that aren’t cold iron
Damage immunities poison
Condition immunities charmed, frightened, poisoned

Speed 8 m.
Skills Stealth +7 (18)
Senses darkvision 20 m.
Languages understands Abyssal but can’t speak

Amorphous. The alkilith can move through a space as narrow as 2 centimeters wide without squeezing.

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

Foment Madness. Any creature that isn’t a demon that starts its turn within 5 meters of the alkilith must succeed on a Difficulty 18 Will saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next skill check or saving throw.

If the saving throw against Foment Madness fails by 5 or more, the creature is instead confused for 1 minute. While confused, the creature is immune to Foment Madness.

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

Maneuvers. The alkilith uses maneuvers (maneuver save Difficulty 16). It has 21 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: fling, grapple, trip

2 stamina dice: retaliate

Actions (3)

Tentacle. Melee Weapon Attack: +7 to hit, reach 3 m. Hit: 18 (4d6 + 4) acid damage and the target’s armor or natural armor is corroded 2 until the end of the alkilith’s next turn.

Lower planes, Underdark, Urbanmtof

Maneuvers

As an action you can attempt to grab and throw a creature that is your size or smaller with a natural weapon such as a tentacle. The creature must make a Reflex saving throw.

On a failure, you throw it 2 meters away from you where it falls prone and takes bludgeoning damage equal to the stamina die.

On a critical failure, you throw it twice as far and it takes twice as much damage.

Enhance

You can increase the damage, target a creature of a larger size, and throw the creature an additional 2 meters for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As a reaction, which you use when a creature hits you with a melee attack, make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.