Medium Fiend (Demon), Chaotic Evil
Armor Class 23 +7 Dex, +6 Natural
Hit Points 77 (11d8 + 33)
Speed 40 ft.
STR
16 (+3)
DEX
25 (+7)
CON
16 (+3)
INT
14 (+2)
WIS
17 (+3)
CHA
15 (+2)
Senses Darkvision 60', Passive Perception 13
Languages Abyssal, Celestial, Common, Telepathy 100', Undercommon
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. Spell-Like Abilities: At will—contagion, desecrate, detect magic, dispel magic, enervation, hold monster, magic
circle against good, stinking cloud, teleport without error
(self plus maximum load of objects only), wall of ice; 3/day—cone of cold, unholy blight. Caster level 11th; 

Actions

Action Name. Special Qualities: Acid immunity, amorphous, command ooze, DR 20/+2, immunities, outsider traits, SR
23, summon tanar’ri, tanar’ri traits

Action Melee Attack. +9 to hit and +5 to dam 4 slams: 1d8+5 plus acid

 

Reactions

Reaction Name. Acid (Su): Anyone struck by an alkilith’s pseudopod must make a Fortitude save (DC 18) or take an additional 1d6 points of acid damage in the current round and each of the next 1d6 rounds. Additionally, each time a character
fails a Fortitude save against this attack, one of his items
is put at danger as if he had rolled a natural 1 on his saving throw (see Items Surviving after a Saving Throw.

Cloudkill Form (Su):
As a full-round action, an alkilith can assume the form of a cloud of noxious green vapor. The alkilith is gaseous (as if it were the target of a gaseous form spell) in this form, and
anyone inside the cloud suffers as if from a cloudkill spell. Returning to its solid form is a full-round action. Caster level 11th; save DC 17 (also see cloudkill spell description).dc19 and +9 to hit.

Amorphous (Ex): An alkilith is not subject to flanking or
critical hits. It is immune to poison, sleep, paralysis, stunning,
and polymorphing.

Command Ooze (Sp): An alkilith can control the actions of
any ooze within 60 feet as a free action. The ooze is allowed
a Will save (DC 17) to resist.

Immunities (Ex): Alkiliths are immune to harmful gases
such as the effect of a stinking cloud spell and the stench ability of a monster. They only take half damage from bludgeoning weapons. Acid, gas, poison, critical hits, electricity, flanking, sleep, paralysis, stunning, polymorph

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Underdark

1stLvlBlueMonkey

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