Swarm of Khalkos Spawn

Medium Aberration

Armor Class 16

Hit Points 71 (11d8+22)

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; 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.

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