Alkilith

Medium fiend (demon), chaotic evil

Armor Class

17 (natural armor)

Hit Points

157 (15d8 + 90)

Speed

40 ft.

STR

12 (+1)

DEX

19 (+4)

CON

22 (+6)

INT

6 (-2)

WIS

11 (0)

CHA

7 (-1)

Damage Immunities

poison

Damage Resistances

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

Condition Immunities

charmed, frightened, poisoned

Senses

darkvision 120 ft., passive Perception 10

Saving Throws

Dex +8, Con +10

Skills

Stealth +8

Languages

understands Abyssal but can't speak

Challenge

11 (7200 XP)

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.

medium
fiend
cr11
mordenkainens-tome-of-foes
(p. 130)