Medium fiend, chaotic evil
- Armor Class
- 17 (natural armor)
- Hit Points
- 168 (16d8 + 96)
- Speed
- 40 ft., climb 40 ft.
- Challenge
- 11 (7,200 XP)
- Saving Throws
- Con +10, Dex +8
- Skills
- Stealth +8
- Damage Resistances
- acid; cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks
- Damage Immunities
- poison
- Condition Immunities
- charmed; frightened; poisoned
- Senses
- darkvision 120 ft., passive Perception 10
- Languages
- understands Abyssal but can't speak
Traits
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.
The alkilith can move through a space as narrow as 1 inch wide without squeezing.
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.
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.
The alkilith has advantage on saving throws against spells and other magical effects.
The alkilith can climb difficult surfaces, such as upside down on ceilings, without making an ability check.
The alkilith doesn't require air, food, drink, or sleep.
Actions
The alkilith makes three Tentacle attacks.
Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) acid damage.