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
   126   127   128   129   130   131   132   133   134   135   136