DEMONS
Incarnations of chaos and evil, demons display end-less variation in appearance and in how they go aboutwreaking 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 thedemonic nature of the alkilith, making what should be adire 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 imminentcatastrophe. An alkilith searches for an aperture suchas a window or a door around which it can take root,stretching its body around the opening and anchoringitself with a sticky secretion. If left undisturbed, the
opening becomes attuned to the Abyss and eventuallybecomes a portal to that plane (see "Planar Portals" inchapter 2 of the Dungeon Master's Guide).Spawn of]uiblex. Alkiliths spring from the cast-offbits ofJuiblex's hideous, shuddering body, then gradu-ally become self-aware and set out to find their way ontothe Material Plane. Since most cultists consider themtoo risky for summoning- they can, after all, createportals to the Abyss-alkiliths must find other escaperoutes out of their native plane.CHAPTER 6 I BESTIARY
ALKILITH
Medium fiend (demon), chaotic evilArmor Class 17 (natural armor)Hit Points 157 (15d8 + 90)Speed 40 ft.STR12 (+1)DEX19 (+4)CON22 (+6)Saving Throws Dex +8, Con +10Skills Stealth +8INT6 (-2)WIS11 (+O)CHA7 (-2)Damage Resistances acid, cold, fire, lightning; bludgeoning,piercing, and slashing from nonmagical attacksDamage Immunities poisonCondition Immunities charmed, frightened, poisonedSenses darkvision 120 ft., passive Perception 10Languages understands Abyssal but can't speakChallenge 11 (7,200 XP)Amorphous. The alkilith can move through a space as narrow asl 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 startsits turn within 30 feet of the alkilith must succeed on a DC 18Wisdom saving throw, or it hears a faint buzzing in its head fora moment and has disadvantage on its next attack roll, savingthrow, or ability check.If the saving throw against Foment Madness fails by 5 ormore, the creature is instead subjected to the confusion spellfor l minute (no concentration required by the alkilith). Whileunder the effect of that confusion, the creature is immune toFoment Madness.Magic Resistance. The alkilith has advantage on saving throwsagainst spells and other magical effects.ACTIONSMultiattack. The alkilith makes three tentacle attacks.Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., onetarget. Hit: 18 (4d6 + 4) acid damage.ARMANITE
Great herds of armanites race across the blasted fieldsof the Abyss, bent on slaughter and death, driven by un-restrained bloodlust. Whether being controlled by morepowerful demons or charging into battle for the sake ofit, armanites use their claws, hooves, and long, whipliketails to tear apart their foes.Live for War. In the armies of the demon lords, ar-manites perform the role of heavy cavalry, leading thecharge and tearing into their enemies' flanks. Armanitesfight all the time, even among themselves if they can'tfind another enemy. They make ideal shock troops, cou-rageous to the point of stupidity and utterly savage.Walking Arsenal. Part of what makes armanites sofearsome is the number of weapons they have at theirdisposal. They possess sharp hooves, claws that end in