Husk

Husk

Medium undead, chaotic evil
Armor Class 15
Hit Points 75 (12d8+24) 12d8+24
Speed 30ft

STR
11 0
DEX
17 +3
CON
14 +2
INT
16 +3
WIS
13 +1
CHA
6 -2

Saving Throws Dexterity (+5), Intelligence (+5)
Damage Vulnerabilities Psychic, Radiant
Damage Resistances Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
Condition Immunities Charmed, Exhaustion, Restrained, Prone
Senses Darkvision 60 Ft., Blindsight 20 Ft., passive Perception
Languages Any that it knew in life, Abyssal
Challenge 3

The Husk's Spellcasting ability is Intelligence. +4 to hit, DC 13


Incorporeal Movement. The Husk can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.   Shadowbound. The Husk can hide in dim light or darkness without requiring cover.


Actions

Draining Bite ] Melee Weapon Attack: +5 to hit, reach 5 ft., One target, Hit: 6 (1d6+3) piercing damage. The target must make a Constitution saving throw- on a failed save, they take an additional 6 (1d6+3) necrotic damage, and the Husk regains HP equal to the amount drained from the target. On a successful save, they take no additional damage.   Spellsteal Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., One target, Hit: 11 (2d8+3) piercing damage. If the target is a spellcaster, they must make a Constitution saving throw (DC 13) On a success, the target cannot be targeted with this effect again for 60 seconds. On a failure, the Husk steals the target's ability to use one spell that they have prepared of 3rd level or lower, and can cast that spell once as a reaction for the next hour. The target regains the ability to use that spell after a short or long rest. A Husk can steal only one spell at a time. If this ability is used before the hour is up, the previous stolen spell is replaced. Neither target regains the ability to use the spell until they take a rest.


 

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