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.