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