Medium unknown, Unaligned
Armor Class 12 Natural Armor
Hit Points 14 (2d8 + 6)
Speed 40 ft., Fly 40 ft. Hover
STR
10 (+0)
DEX
14 (+2)
CON
16 (+3)
INT
5 (-3)
WIS
5 (-3)
CHA
2 (-4)
Saving Throws DEX +4
Skills Acrobatics +11, Perception +1, Stealth +4
Condition Immunities Exhaustion, Frightened
Senses Passive Perception 7
Languages Common Can understand but not speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Never-Dweller Hierarchy. When a Higher ranking Never-Dweller is present it telepathically obeys all commands from it.

Pack Tactics. The husk has advantage on attack rolls against a creature if at least one of the husk's allies is within 5 feet of the creature and the ally isn't incapacitated.

 

Actions

Multiattack. The husk makes two attacks: two with its claws or two with its kick.

Claws. Melee Weapon Attack: +2 to hit, reach 10 ft., 1 target. Hit: 6 (2d4 + 2) [Slashing] damage. 

Kick. Melee Weapon Attack: +2 to hit, range 10 ft., 1 target. Hit: 5 (1d6 + 2) [Bludgeoning] damage.

Description

The general lanky featureless body of a husk is not intimidating, however their long arms and legs bounce and move in a patterns not even the brightest tacticians could understand. What they lack in intelligence they make up for in audacity as they attack their targets with a vigor that would make the most persistent person look lazy. They always fight to the death as they cannot feel and always look fine until they dissipate into nothingness once defeated.

TaliverBard

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