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Khalkos Spawn A5E

CR 2 aberration

Tiny aberration, chaotic evil


Armor Class
16
Hit Points
27 (6d4+12)
Speed
30 ft., fly 30 ft.

STR6 (-2)
DEX16 (+3)
CON14 (+2)
INT18 (+4)
WIS14 (+2)
CHA12 (+1)

Saving Throws
Intelligence +5, Wisdom +4, Charisma +3
Skills
Resistances
fire, psychic, radiant
Condition Immunities
charmed
Senses
darkvision 60 ft., passive Perception 12
Languages
telepathy 120 ft.
Challenge
2 (450 XP) · Proficiency Bonus +2

Detect Alignment.

The khalkos can detect the presence of creatures within 30 feet that have an alignment trait, and knows the alignment of such creatures.

Actions

Chaos Pheromones.

The khalkos emits a cloud of pheromones into the air in a 10-foot radius. The cloud spreads around corners. Each non-khalkos creature in the area makes a DC 12 Intelligence saving throw. On a failure the creature is confused for 1 minute. It repeats the saving throw at the end of each of its turns ending the effect on itself on a success. If the creature makes its saving throw or the condition ends for it it is immune to the chaos pheromones of khalkos spawn for the next 24 hours.

Sting.

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage.

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details