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<blockquote data-quote="Leatherhead" data-source="post: 8552565" data-attributes="member: 53176"><p><h3><span style="font-size: 18px">Alkilith (MtoF)</span></h3><p></p><p>Alkiliths are demons spawned directly from the body of a Demon Lord, and so dangerous that even cultists try to avoid summoning them. With a lead like that you would be forgiven if you thought they were some kind of super badass demon, but actually they are just a sedentary fungus looking ooze-fiend that can create a portal directly to a random layer of the Abyss by sitting down in one spot for 6d6 days. </p><p></p><p>Yeah, their modus operandi is find some door or window that is out of the way, stretch out their body to surround it, and then sit around for about a month. Granted, a month is like no time at all for an ageless fiend, but these demons don’t even talk, giving them little in the way of out-of-combat encounter design. Fortunately enough, there are a few hooks for a DM to use this shroomfiend. Firstly, they are a beefy CR 11, which means instead of finding an empty house to make a portal, they can just walk into someone’s home, slaughter everyone living there, then set up a camp. To help with their squatting, the Alkilith can cause any creature within 30’ of it to go mad. A recently de-peopled house that causes anyone visiting it to go crazy would be both a place for the populace at large to avoid and a place for adventurers to explore.</p><p></p><p>For combat, it largely depends on if the Alkilith is trying to find a place to set up a portal or defending a portal. On defense, the fun-guy wants to go unnoticed for as long as possible. Moving disrupts making their portal. And it is possible for them to defend an area by simply causing the people investigating it to become confused enough to run away or kill each other while hiding in plain sight thanks to their False appearance ability. Also, due to their somewhat limited reach and propensity to stay in one spot, this could be a prime pick for a “Puzzle Monster” in a lower tier game. CR 11 is far too brutal to face head on in t1, but you don’t really have to fight it directly to stop their rift from forming, just convince it to move, somehow.</p><p></p><p>When acting as a realtor, the oozespawn can use their Amorphous ability and stealth score to ambush people while they are away from the group, like say when they are locked away in the bathroom. Or any other number of horror movie tropes really. Finding a way for the Alkilith to invade the home base of the PCs is always great fun, because they are dumb enough to do such a thing and smart enough to just maybe find exactly the crack that the PCs overlook most of the time! At the very least, it will convince your PCs to clean their rooms once in a while. </p><p></p><p>Either way your group faces them down, they will be attacking from on high, using their spider climb power and 15’ reach to keep their main body safe from melee reprisal, and also close enough for their Foment Confusion power to mess with everyone's heads. Alternatively, they could use their ability to slip through cracks to totally bypass the front line, and go directly for the squishy casters in the back. Like most fiends, they don't really die if they get killed. But getting out of the Abyss when you aren't in line to be summoned is kind of a pain, so have them try to escape if it's possible.</p><p></p><p>The changes to the Alkilith are simple, befitting the simple creature that they are in 5e. They gain a smattering of HP and finally have the Spider Climb ability to let them crawl up and around the walls they are supposed to be hanging out on. Finally, their Foment Madness power was renamed into Foment Confusion.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8552565, member: 53176"] [HEADING=2][SIZE=5]Alkilith (MtoF)[/SIZE][/HEADING] Alkiliths are demons spawned directly from the body of a Demon Lord, and so dangerous that even cultists try to avoid summoning them. With a lead like that you would be forgiven if you thought they were some kind of super badass demon, but actually they are just a sedentary fungus looking ooze-fiend that can create a portal directly to a random layer of the Abyss by sitting down in one spot for 6d6 days. Yeah, their modus operandi is find some door or window that is out of the way, stretch out their body to surround it, and then sit around for about a month. Granted, a month is like no time at all for an ageless fiend, but these demons don’t even talk, giving them little in the way of out-of-combat encounter design. Fortunately enough, there are a few hooks for a DM to use this shroomfiend. Firstly, they are a beefy CR 11, which means instead of finding an empty house to make a portal, they can just walk into someone’s home, slaughter everyone living there, then set up a camp. To help with their squatting, the Alkilith can cause any creature within 30’ of it to go mad. A recently de-peopled house that causes anyone visiting it to go crazy would be both a place for the populace at large to avoid and a place for adventurers to explore. For combat, it largely depends on if the Alkilith is trying to find a place to set up a portal or defending a portal. On defense, the fun-guy wants to go unnoticed for as long as possible. Moving disrupts making their portal. And it is possible for them to defend an area by simply causing the people investigating it to become confused enough to run away or kill each other while hiding in plain sight thanks to their False appearance ability. Also, due to their somewhat limited reach and propensity to stay in one spot, this could be a prime pick for a “Puzzle Monster” in a lower tier game. CR 11 is far too brutal to face head on in t1, but you don’t really have to fight it directly to stop their rift from forming, just convince it to move, somehow. When acting as a realtor, the oozespawn can use their Amorphous ability and stealth score to ambush people while they are away from the group, like say when they are locked away in the bathroom. Or any other number of horror movie tropes really. Finding a way for the Alkilith to invade the home base of the PCs is always great fun, because they are dumb enough to do such a thing and smart enough to just maybe find exactly the crack that the PCs overlook most of the time! At the very least, it will convince your PCs to clean their rooms once in a while. Either way your group faces them down, they will be attacking from on high, using their spider climb power and 15’ reach to keep their main body safe from melee reprisal, and also close enough for their Foment Confusion power to mess with everyone's heads. Alternatively, they could use their ability to slip through cracks to totally bypass the front line, and go directly for the squishy casters in the back. Like most fiends, they don't really die if they get killed. But getting out of the Abyss when you aren't in line to be summoned is kind of a pain, so have them try to escape if it's possible. The changes to the Alkilith are simple, befitting the simple creature that they are in 5e. They gain a smattering of HP and finally have the Spider Climb ability to let them crawl up and around the walls they are supposed to be hanging out on. Finally, their Foment Madness power was renamed into Foment Confusion. [/QUOTE]
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