THE SHARED REFERENCE Adventurer

Monster

Alkilith

Outside your table’s allowed sources

Official reference · MPMM · 2014

Creature type
Fiend
Size
Medium
Armor class
17 (natural armor)
Hit points
168 (16d8 + 96)
Speed
Walk 40 ft., Climb 40 ft.
Challenge rating
11
Alignment
Chaotic Evil
Strength
12
Dexterity
19
Constitution
22
Intelligence
6
Wisdom
11
Charisma
7
Passive Perception
10
Saving Throws
dex: +8; con: +10
Skills
stealth: +8
Senses
darkvision 120 ft.
Languages
understands Abyssal but can't speak
Resistances
acid, cold, fire, lightning, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Immunities
poison
Condition Immunities
charmed, frightened, poisoned

Traits

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.

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