Khaos Spawn
What Khaos puts into the Prime Plane does not hold a shape for long and does not need one. Containing an incursion is the standing mandate of the Holy Knights.
- Physiology
- Aberration
- Size
- Large
- Speed
- 30 ft., fly 40 ft. (hover)
- Armor class
- 17 (shifting surface)
- Hit points
- 142 (15d10 + 60)
- Proficiency
- +3
- STR 19 +4 save +4
- DEX 16 +3 save +3
- CON 19 +4 save +7
- INT 14 +2 save +2
- WIS 15 +2 save +5
- CHA 17 +3 save +3
- Skills
- Perception +5 , Stealth +6
- Passive Perception
- 15
- Senses
- truesight 60 ft., darkvision 120 ft., telepathy 120 ft.
- Languages
- None
- Damage resistances
- cold, psychic, rift
- Condition immunities
- decompressed , charmed , frightened , prone
- Found in
- Rift Breach , Deep Space
Traits
-
Vacuum Adapted
Needs no air and is immune to the Decompressed condition.
-
Unsettling Geometry
A creature that starts its turn within 10 feet and can see the spawn takes 2d6 psychic damage on a failed Wisdom save against its save DC.
Actions
-
Tendrils
+7 to hit · reach 15 ft.
2d6 + 4 bludgeoning damage
Three attacks. A creature hit by two or more in a turn is Grappled.
-
Unmake
DC 15 Constitution save
One Grappled creature takes 8d8 force damage on a failed save, or half as much on a success.
-
Part Around the Blow Reaction
DC 14 Wisdom save
When the spawn is hit by an attack, the damage is halved, and the attacker makes a Wisdom saving throw or takes 2d6 psychic damage.