Kryx RPGThemesMonsters

Alkilith

Medium fiend (demon)
Challenge
11 (7,200 XP)

STR
1
DEX
4
CON
6
INT
−2
WIS
0
CHA
−2

157
15d8+90
17
Soak
1
Fort
+10
Ref
+6
Will
−1
Defense note natural armor
Damage resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities poison
Condition immunities charmed, frightened, poisoned

Speed 12 m.
Senses darkvision 35 m., passive Perception 10
Skills Stealth +8
Languages understands Abyssal but can’t speak

Amorphous. The alkilith can move through a space as narrow as 2.5 centimeters wide without squeezing.

Dashing Strike. If the alkilith uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.

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 9 meters of the alkilith must succeed on a DC 18 Will 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 4.5 m. Hit: 18 (4d6 + 4) acid damage.

Underdark, Urbanmtof