Khalkos Spawn

Tiny Aberration

Armor Class 16

Hit Points 27 (6d4+12)

Speed fly +30, walk +30

Challenge 2

STR
6
-2
DEX
16
+3
CON
14
+2
INT
18
+4
WIS
14
+2
CHA
12
+1

Saving Throws cha +3, int +5, wis +4

Damage Resistances fire, psychic, radiant

Condition Immunities charmed

Senses darkvision 60 ft., passive Perception 12

Languages 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.

Actions

Chaos Pheromones. The khalkos emits a cloud of pheromones into 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.

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage.

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