Swarm of Khalkos Spawn
Medium Aberration. CR 2, AC 16, 71 HP.
- Armor class
- 16
- Hit points
- 71
- Challenge
- 2
- Creature type
- Aberration
- Size
- Medium
Stat block
- Cha
- 12
- Con
- 14
- Dex
- 16
- Int
- 18
- Str
- 6
- Wis
- 14
- Speed
- Fly: 30; Walk: 30
- Senses
- darkvision 60 ft., passive Perception 12
- Skills
- 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.
- Languages
- telepathy 120 ft.
- Saving throws
- Wisdom: 4; Charisma: 3; Intelligence: 5
- Damage resistances
- fire, psychic, radiant; bludgeoning, piercing, slashing
- Condition immunities
- charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Source and licence
From A5E Monstrous Menagerie.
Licence: Open Game Content (OGL 1.0a).