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# Swarm of Khalkos Spawn
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*Medium* *Aberration*
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- **Armor Class:** 16
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- **Hit Points:** 71 (11d8+22)
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- **Speed:** walk 30 ft. fly 30 ft.
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- **Challenge Rating:** 2 (450 XP)
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- **Source:** A5e Monstrous Menagerie, page 295
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 6 (-2) | 16 (+3) | 14 (+2) | 18 (+4) | 14 (+2) | 12 (+1) |
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- **Saving Throws**: Int +5, Wis +4, Cha +3
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- **Skills:**
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- **Damage Resistances:** fire, psychic, radiant; bludgeoning, piercing, slashing
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- **Condition Immunities:** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
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- **Senses:** darkvision 60 ft., passive Perception 12
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- **Languages:** telepathy 120 ft.
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### Actions
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- **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.
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- **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.
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