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: 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: 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
The Abyss holds an incredible diversity of demons. These evil denizens come in many forms with varied abilities. These creatures fight and manipulate each other, each striving for personal autonomy even as they seek to subjugate others. When not in conflict among themselves, demons battle various forces of good as well as the lawful evil inhabitants of the Nine Hells.
The largest and most diverse group of demons is the tanar'ri, unchallenged masters of the Abyss.
Even among demons there are those that disgust and terrify; the alkilith is one of these. A shapeless horror used by demon lords for missions in regions most demons would hesitate to venture into, the alkilith is despised and feared by most other demons. Alkiliths thrive in the foulest and most inhospitable places in the Abyss. They are pollution and corruption made sentient and hatefully alive.
An alkilith appears as a shivering blob of phosphorescent green corruption surrounded by a cracked, leathery coating that constantly oozes, secretes, hardens, and splits open. Dark, swollen eye-globules dot the surface of its body. Though alkiliths are at least as large as a human, they can shape their amorphous bodies to fit through cracks as small as 1 inch wide.
Combat
Demons enjoy combat. Those with spell-like abilities often use them from a distance. Many demons can create darkness, so they frequently do so before joining melee.
Despite their gelatinous shape, alkiliths can move at a respectable speed. They can attack up to four times a round with pseudopods of acidic slime. These hideous creatures take great pleasure in corrupting and polluting their environs, and they have been known to ignore attackers for a chance to corrupt a pool of fresh water. There seems to be no upper limit to an alkilith's size: planar travelers tell stories of alkiliths the size of lakes in the deepest reaches of the Abyss.
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.