Aversion of Fire. If the husk takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form. The husk is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the husk is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Multiattack. The husk makes two slam attacks.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 2) bludgeoning damage.
Annihilate Self: After the husk takes damage that leaves it at exactly 1hp, the arcane source in its chest will detonate. All creatures in a 10ft radius of the husk must make a dexterity saving through DC 12. On a failed save, the creature takes 4d6 force damage and is knocked prone. On a successful save, the creature takes half damage and is not knocked prone.
Description
A Husk is the result of a powerful enchantment. They are created by replacing the heart of a corpse with an arcane source. Although they look like it, they are not undead. Instead, they are closer related to an enchanted weapon. They understand the language and commands of their master but cannot speak. They look like skeletons wearing skin as if it were a fabric.
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