Khalkos A5E
CR 9 aberration
Medium aberration, chaotic evil
The khalkos can detect the presence of creatures within 30 feet that have an alignment trait, and knows the alignment of such creatures.
The khalkos has advantage on saving throws against spells and magical effects.
The khalkoss spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:
Actions
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 10 (3d6) poison damage.
The khalkos emits a cloud of pheromones in a 20-foot radius. The cloud spreads around corners. Each non-khalkos creature in the area makes a DC 14 Intelligence saving throw. Creatures with an alignment trait make this save with disadvantage. 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 Chaos Pheromones for the next 24 hours.
The khalkos targets a creature within 30 feet forcing it to make a DC 16 Intelligence saving throw. On a failure the target takes 28 (8d6) psychic damage and is stunned until the end of its next turn.
Bonus Actions
Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated creature with a brain and an Intelligence of 6 or higher. Hit: 5 (1d4 + 3) piercing damage, and the target becomes diseased with brain larvae. Once the khalkos has used this attack successfully, it can't use it again for 24 hours.
Reactions
When the khalkos is hit by an attack made by a creature that it can see or sense with its Detect Alignment trait, it gains a +4 bonus to AC against the triggering attack.
Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details