# 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.