Alkilith (CR 14)
Medium Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Always chaotic evil
Initiative: +7 (Dex); Senses: Listen +19 and Spot +19
Languages: Telepathy 100 ft.
AC: 23 (+7 Dex, +6 natural) touch 17, flat-footed 16
Hit Dice: 11d8+33 (182 hp); DR: 15/good
Fort +10, Ref +14, Will +10
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +11; Grapple +14
Attack: Slam +19 melee
Full Attack: 4 slams +19 melee
Damage: Slam 1d8+3 plus acid
Special Attacks/Actions: Acid, cloudkill form, spell-like abilities
Abilities: Str 16, Dex 25, Con 16, Int 14, Wis 17, Cha 15
Special Qualities: Acid immunity, amorphous, command ooze, immunities, outsider traits, SR 23, summon Tanarri, Tanarri traits
Feats: Alertness; Combat Reflexes; Weapon Finesse; Weapon Focus (slam)
Skills: Bluff +16, Concentration +17, Diplomacy +20, Disguise +2 (+4 acting), Escape Artist +21, Hide +21, Intimidate +18, Listen +19, Move Silently +21, Sense Motive +17, Spot +19, Survival +3 (+5 following tracks), and Use Rope +7 (+9 binding)
Advancement: 12-22 HD (Large), 23-33 HD (Huge), 34-44 HD (Gargantuan), 45+ HD (Colossal)
Climate/Terrain: Any land and underground (Abyss)
Organization: Solitary or gang (2-4)
Treasure/Possessions: Standard
Source:
Fiend Folio
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.
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 description).
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; save DC 17 + spell level.
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.
Summon Tanar'ri (Sp): Once per day, an alkilith may attempt to summon 1 hezrou with a 50% chance of success.
Outsider Traits: A demon has darkvision (60-foot range). It cannot be raised or resurrected (though a wish or miracle spell can restore life).
Tanar'ri Traits: Tanar'ri can communicate telepathically with any creature within 100 feet that has a language. A tanar'ri is immune to electricity and poison, and it has acid resistance 20, cold resistance 20, and fire resistance 20.
Chaotic Subtype
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
Evil Subtype
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
Extraplanar Subtype
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
Tanarri Subtype
Most demons encountered outside of the Abyss are tanar'ri. The most populous of the demon subtypes, the tanar'ri form the largest and most diverse group of demons. They are the unchallenged masters of the Abyss at this time. The first tanar'ri were forged from the souls of the first humanoids drawn to the Abyss. Most tanar'ri incorporate humanoid features into their forms as a result of their close ties to the mortal realm.
Traits: A tanar'ri possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to electricity and poison.
- Resistance to acid 10, cold 10, and fire 10.
- Summon (Sp): Tanar'ri share the ability to summon others of their kind (the success chance and kind of tanar'ri summoned are noted in each monster description). Between their arrogance and disdain for owing favors to one another, however, tanar'ri are often reluctant to use this power until they are in obvious peril.
- Telepathy.