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<title>Khalkos</title>
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<body>
<h1>Khalkos</h1>
<p><em>Medium</em> <em>Aberration</em></p>
<ul>
<li><strong>Armor Class:</strong> 16</li>
<li><strong>Hit Points:</strong> 130 (20d8+40)</li>
<li><strong>Speed:</strong> walk 30 ft. fly 30 ft.</li>
<li><strong>Challenge Rating:</strong> 9 (5,000 XP)</li>
<li><strong>Source:</strong> A5e Monstrous Menagerie, page 294</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>12 (+1)</td>
<td>16 (+3)</td>
<td>14 (+2)</td>
<td>18 (+4)</td>
<td>16 (+3)</td>
<td>16 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Int +8, Wis +7, Cha +7</li>
<li><strong>Skills:</strong> deception +7, insight +7, perception +7, persuasion +7, religion +8</li>
<li><strong>Damage Resistances:</strong> fire, psychic, radiant</li>
<li><strong>Condition Immunities:</strong> charmed</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 17</li>
<li><strong>Languages:</strong> Abyssal, Celestial, Infernal, telepathy 120 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Detect Alignment:</strong> The khalkos can detect the presence of creatures within 30 feet that have an alignment trait, and knows the alignment of such creatures.</li>
<li><strong>Magic Resistance:</strong> The khalkos has advantage on saving throws against spells and magical effects.</li>
<li><strong>Psionic Spellcasting:</strong> The khalkoss spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Claw:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 10 (3d6) poison damage.</li>
<li><strong>Chaos Pheromones:</strong> 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.</li>
<li><strong>Psionic Sting:</strong> 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.</li>
</ul>
<h3>Bonus Actions</h3>
<ul>
<li><strong>Brain Jab:</strong> 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.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Telekinetic Shield:</strong> 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.</li>
</ul>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/a5e_monstrous_menagerie/khalkos-a5e.md">Markdown Format</a></p>
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