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Swarm of Khalkos Spawn A5E

CR 2 aberration

Medium aberration, chaotic evil


Armor Class
16
Hit Points
71 (11d8+22)
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; bludgeoning, piercing, slashing
Condition Immunities
charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses
darkvision 60 ft., passive Perception 12
Languages
telepathy 120 ft.
Challenge
2 (450 XP) · Proficiency Bonus +2

Actions

Sting.

Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (4d4+3) piercing damage plus 14 (4d6) poison damage or 8 (2d4+3) piercing damage plus 7 (2d6) poison damage if the swarm is bloodied.

Chaos Pheromones.

The swarm emits a cloud of pheromones in 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.

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