Page 131 - Mordenkainen's Tome of Foes Deluxe
P. 131
DEMONS
Incarnations of chaos and evil, demons display end- ALKILITH
less variation in appearance and in how they go about Medium fiend (demon), chaotic evil
wreaking havoc across the multiverse.
Armor Class 17 (natural armor)
Hit Points 157 (15d8 + 90)
ALKILITH
Speed 40 ft.
An alkilith is easily mistaken for some kind of foul fun-
gal growth that appears on doorways, windows, and STR DEX CON INT WIS CHA
other portals. These dripping infestations conceal the 12 (+1) 19 (+4) 22 (+6) 6 (- 2) 11 (+O) 7 (- 2)
demonic nature of the alkilith, making what should be a
dire warning appear strange but otherwise innocuous. Saving Throws Dex +8, Con +10
Wherever alkiliths take root, they weaken the fabric of Skills Stealth +8
reality, creating a portal through which even nastier de- Damage Resistances acid, cold, fire, lightning; bludgeoning,
mons can invade. piercing, and slashing from nonmagical attacks
Damage Immunities poison
Symptoms of Doom. The appearance of an alkilith in
Condition Immunities charmed, frightened, poisoned
the world heralds a great wrongness and an imminent
Senses darkvision 120 ft., passive Perception 10
catastrophe. An alkilith searches for an aperture such
L anguages understands Abyssal but can't speak
as a window or a door around which it can take root, Challenge 11 (7,200 XP)
stretching its body around the opening and anchoring
itself with a sticky secretion. If left undisturbed, the Amorphous. The alkilith can move through a space as narrow as
opening becomes attuned to the Abyss and eventually l inch wide without squeezing.
becomes a portal to that plane (see "Planar Portals" in
False Appearance. While the alkilith is motionless, it is indistin-
chapter 2 of the Dungeon Master's Guide).
Spawn of]uiblex. Alkiliths spring from the cast-off guishable from an ordinary slime or fungus.
bits ofJuiblex's hideous, shuddering body, then gradu- Foment Madness. Any creature that isn't a demon that starts
ally become self-aware and set out to find their way onto its turn within 30 feet of the alkilith must succeed on a DC 18
the Material Plane. Since most cultists consider them Wisdom saving throw, or it hears a faint buzzing in its head for
too risky for summoning- they can, after all, create a moment and has disadvantage on its next attack roll, saving
portals to the Abyss-alkiliths must find other escape throw, or ability check.
routes out of their native plane. If the saving throw against Foment Madness fails by 5 or
more, the creature is instead subjected to the confusion spell
for l 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.
ARMANITE
Great herds of armanites race across the blasted fields
of the Abyss, bent on slaughter and death, driven by un-
restrained bloodlust. Whether being controlled by more
powerful demons or charging into battle for the sake of
it, armanites use their claws, hooves, and long, whiplike
tails to tear apart their foes.
Live for War. In the armies of the demon lords, ar-
manites perform the role of heavy cavalry, leading the
charge and tearing into their enemies' flanks. Armanites
fight all the time, even among themselves if they can't
find another enemy. They make ideal shock troops, cou-
rageous to the point of stupidity and utterly savage.
Walking Arsenal. Part of what makes armanites so
fearsome is the number of weapons they have at their
disposal. They possess sharp hooves, claws that end in
CHAPTER 6 I BESTIARY

