Alkilith (3.5e Monster)

''This ooze-like demon resembles a mass of sludge molded into a vaguely humanoid shape, covered over by a layer of cracked, roiling black crust. Through this rock-like surface drips caustic acid that melts the surface over which the creature treads. This acidic goop constantly causes the solid substance over it to crack, bubble, and constantly shift before hardening and repeating the process anew.''

"..."

Alkilith are the disgusting and utterly loyal servants of the Faceless Lord, Juiblex; a common analogy is that they are the immune cells to the plane that is its body. Created by either splitting from its core or from transforming other sufficiently powerful demons, they are regarded as perhaps the most disgusting and loathsome creatures in the Abyss as the Faceless Lord’s primary means of defense and only means of attack outside of its own body. Alkilith often serve as messengers of the will of Juiblex, going where their liege cannot and investigating the few things in which it holds interest. They cannot speak, but communicate telepathically at will. It is speculated that this form of communication does not necessarily indicate sentience on the part of the alkilith itself, but rather reinforces the idea that they are mere extensions of Juiblex by serving as mobile communication relays for his primitive desires.

Combat
Alkilith are fearsome opponents that combine the traits of an ooze and an outsider; they are found almost exclusively under the command of Juiblex. As a counterpart to their unearthly large master, alkilith are (relatively) small and surprisingly nimble, able to respond to changing threats quickly and with force. They add their Dexterity modifier to attack and damage rolls instead of their Strength modifier.

 (Ex): An alkilith has no solid form to speak of. It is incapable of holding and using weapons or other magic items or wearing any kind of armor in its natural form. This form is not without benefits, though. An alkilith cannot be flanked or tripped, and is also not subject to critical hits or precision-based damage (such as Sneak Attack) unless the attacker makes a successful Knowledge (dungeoneering) check (DC 24) before attacking. The benefits of a successful check last for the rest of the current turn, and a failed check may be repeated on the next attack. Alkiliths have such simplistic body structures that they are immune to poisons, paralysis, sleep effects, and stunning. An alkilith is also capable of manipulating the contours and dimensions of its form, able to seep under or through solid surfaces at their normal movement speed as if it were a Fine-sized creature.

 (Ex): Alkiliths are blind, but have receptors and spots where they are capable of receiving sensory information. This gives them the blindsight special quality out to a distance of 170 feet. Alkiliths are immune to gaze attacks, illusions, and all other effects that depend on senses. They also cannot be blinded or deafened, due to their lack of most sensory organs.

 (Ex): When it successfully bull rushes an opponent or wins a grapple check, an alkilith can choose to engulf an opponent of its size or smaller as a free action. An engulfed opponent now shares the space with the alkilith and is treated as though pinned, except the alkilith may continue to act normally. While inside the alkilith, a victim takes 6 points of acid damage per HD of the alkilith (normally 84, with no save to resist) and must make Constitution checks to avoid drowning at the beginning of each round. The alkilith can simultaneously grapple and engulf as many opponents as will fit in its space.

Caster level 14th.

 (Ex): An alkilith may stretch its amorphous form to increase in size as a swift action, gaining all benefits and drawbacks of an increased size except for an increase in reach. The alkilith can also revert back to its previous size as a free action if it so wishes, losing all traits of its increased size.

 (Ex): An alkilith’s melee attacks each deal an additional 7d6 points of acid damage on a successful attack roll, and this damage is automatically dealt to any creature the alkilith is grappling. An alkilith that hits the same target with both slams forces them to make a Fortitude save (DC 28) or be paralyzed for 1 round. This DC is Constitution-based.

As a standard action, the alkilith may also throw a glob of acid that deals 7d6 points of damage at a single target within 65 feet as a ranged touch attack. This version of the attack cannot cause paralysis.

 (Ex): Despite being an outsider, an alkilith has all the traits of an ooze in addition to those of an outsider (see stat block for those that apply), including the use of 12-sided dice for Hit Dice instead of the normal d8. In addition, an alkilith is healed by acid effects, recovering one hit point for every three points of acid damage it would have taken.