Khalkos

Medium Aberration

Armor Class 16

Hit Points 130 (20d8+40)

Speed fly +30, walk +30

Challenge 9

STR
12
+1
DEX
16
+3
CON
14
+2
INT
18
+4
WIS
16
+3
CHA
16
+3

Saving Throws cha +7, int +8, wis +7

Skills insight +7, religion +8, deception +7, perception +7, persuasion +7

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.

Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open