Kalkara (5e Creature)

Kalkara

Large aberration, neutral evil


Armor Class 15 (natural armour)
Hit Points 130 (20d10 + 20)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 12 (+1) 10 (+0) 22 (+6) 3 (-4)

Damage Resistances piercing
Condition Immunities charmed, exhaustion, frightened, paralysed
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech
Challenge 6 (2,300 XP)


Keen Smell. The kalkara has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Multiattack. The kalkara makes two attacks. If both attacks hit the same target, it can use its Death Stare on it.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.

Death Stare. The kalkara magically emits psychic energy at a creature it can see within 30 feet of it. The target must succeed on a DC 16 Intelligence saving throw or take 14 (4d6) psychic damage and be stunned until the end of its next turn.


Kalkara are large mutated illithids that mind flayers use as brutish guards for their conquests in the Underdark. Instead of the tentacles on their face having hooks or suction cups, they have eight nose-like proboscides giving the kalkara an amazing sense of smell perfect for finding intruders quickly and then dispatching them with their brutish strength. As armor, mind flayers often tan the hides of a kalkara's victims and dress the beast in them adding to their horrifying image.


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gollark: Inductive.
gollark: It's Gibson's file.
gollark: We do have dedicated oxygen import pipelines and arc furnaces nowadays. But it is hardly ideal.
gollark: Rust requires oxidation too.
gollark: Only ironically.
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