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).

Every licence notice Tavern Bag relies on.