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2025-06-07 07:58:30 -05:00
# Khalkos
*Medium* *Aberration*
- **Armor Class:** 16
- **Hit Points:** 130 (20d8+40)
- **Speed:** walk 30 ft. fly 30 ft.
- **Challenge Rating:** 9 (5,000 XP)
- **Source:** A5e Monstrous Menagerie, page 294
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 12 (+1) | 16 (+3) | 14 (+2) | 18 (+4) | 16 (+3) | 16 (+3) |
- **Saving Throws**: Int +8, Wis +7, Cha +7
- **Skills:** deception +7, insight +7, perception +7, persuasion +7, religion +8
- **Damage Resistances:** fire, psychic, radiant
- **Condition Immunities:** charmed
- **Senses:** darkvision 60 ft., passive Perception 17
- **Languages:** Abyssal, Celestial, Infernal, telepathy 120 ft.
### Special Abilities
- **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.
- **Magic Resistance:** The khalkos has advantage on saving throws against spells and magical effects.
- **Psionic Spellcasting:** The khalkoss spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:
### Actions
- **Claw:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 10 (3d6) poison damage.
- **Chaos Pheromones:** 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.
- **Psionic Sting:** 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
- **Brain Jab:** 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
- **Telekinetic Shield:** 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.