Mordenkainen's Tome of Foes

(Nancy Kaufman) #1

DEMONS


Incarnations of chaos and evil, demons display end-

less variation in appearance and in how they go about

wreaking havoc across the multiverse.


ALKILITH


An alkilith is easily mistaken for some kind of foul fun-


gal growth that appears on doorways, windows, and


other portals. These dripping infestations conceal the

demonic nature of the alkilith, making what should be a

dire warning appear strange but otherwise innocuous.

Wherever alkiliths take root, they weaken the fabric of


reality, creating a portal through which even nastier de-

mons can invade.

Symptoms of Doom. The appearance of an alkilith in


the world heralds a great wrongness and an imminent

catastrophe. An alkilith searches for an aperture such

as a window or a door around which it can take root,

stretching its body around the opening and anchoring

itself with a sticky secretion. If left undisturbed, the


opening becomes attuned to the Abyss and eventually

becomes a portal to that plane (see "Planar Portals" in

chapter 2 of the Dungeon Master's Guide).

Spawn of]uiblex. Alkiliths spring from the cast-off

bits ofJuiblex's hideous, shuddering body, then gradu-

ally become self-aware and set out to find their way onto

the Material Plane. Since most cultists consider them

too risky for summoning- they can, after all, create

portals to the Abyss-alkiliths must find other escape

routes out of their native plane.

CHAPTER 6 I BESTIARY


ALKILITH


Medium fiend (demon), chaotic evil

Armor Class 17 (natural armor)

Hit Points 157 (15d8 + 90)

Speed 40 ft.

STR

12 (+1)

DEX

19 (+4)

CON

22 (+6)

Saving Throws Dex +8, Con +10

Skills Stealth +8

INT

6 (-2)

WIS

11 (+O)

CHA

7 (-2)

Damage Resistances acid, cold, fire, lightning; bludgeoning,

piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities charmed, frightened, poisoned

Senses darkvision 120 ft., passive Perception 10

Languages understands Abyssal but can't speak

Challenge 11 (7,200 XP)

Amorphous. The alkilith can move through a space as narrow as

l inch wide without squeezing.

False Appearance. While the alkilith is motionless, it is indistin-

guishable from an ordinary slime or fungus.

Foment Madness. Any creature that isn't a demon that starts

its turn within 30 feet of the alkilith must succeed on a DC 18

Wisdom saving throw, or it hears a faint buzzing in its head for

a moment and has disadvantage on its next attack roll, saving

throw, or ability check.

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
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