Alkilith

Mordenkainen's Tome of Foes p. 130,

Size
Medium
Type
fiend (demon)
Alignment
chaotic evil
AC
17 (natural armor)
Hit Points
157 (15d8+90)
Speed
walk 40 ft.
Saving Throws
Dex +8, Con +10
Skills
Stealth +8
Resistances
acid, cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks
Immunities
poison
Condition Immunities
charmed, frightened, poisoned
Senses
darkvision 120 ft.
Passive Perception
10
Languages
understands Abyssal but can't speak
Challenge
11
Environment
underdark, urban
STR
12
+1
DEX
19
+4
CON
22
+6
INT
6
−2
WIS
11
+0
CHA
7
−2

Traits

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.

Other data

description

An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through which even nastier demons can invade.

Symptoms of Doom: The appearance of an alkilith in the world heralds a great wrongness and an imminent catastrophe. An alkilith searches for an aperture such as a window or a door around which it can take root, stretching its body around the opening and anchoring itself with a sticky secretion. If left undisturbed, the opening becomes attuned to the Abyss and eventually becomes a portal to that plane (see "Planar Portals" in chapter 2 of the Dungeon Master's Guide).

Spawn of Juiblex: Alkiliths spring from the cast-off bits of Juiblex's hideous, shuddering body, then gradually become self-aware and set out to find their way onto the Material Plane. Since most cultists consider them too risky for summoning—they can, after all, create portals to the Abyss—alkiliths must find other escape routes out of their native plane.