Medium Undead, Neutral Evil
Armor Class 14 Stitched Flesh
Hit Points 68 (8d8 + 32)
Speed 30 ft.
STR
16 (+3)
DEX
10 (+0)
CON
18 (+4)
INT
6 (-2)
WIS
14 (+2)
CHA
7 (-2)
Saving Throws CON +6, WIS +4
Damage Resistances Necrotic, Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft, Passive Perception 12
Languages All It has to of known the language when it was alive Understands all languages it knew in life
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Harmonized Horror. Whenever the Choral Husk takes damage, it emits a dissonant harmony. Each creature within 30 feet must succeed on a DC 15 Wisdom saving throw or be frightened until the end of their next turn. If already frightened, they instead take 2d6 psychic damage.

Requiem Pulse (1/day). If the Choral Husk is reduced to half HP or lower, it can release a thunderous pulse of sonic force. All creatures within 20 feet must make a DC 16 Constitution saving throw or be pushed 10 feet back and deafened for 1 minute. A creature that fails by 5 or more is also stunned until the end of its next turn.

Actions

Multiattack. Makes two Stitch Slap attacks.

Stitch Slap. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 bludgeoning damage. On hit, target must succeed a DC 13 WIS save or hear haunting whispers, taking 1d6 psychic damage.

 

Bonus Actions

Harmonized Shriek (Recharge 5–6). DC 14 WIS save or creatures within 15 ft. are frightened for 1 minute (save ends each turn).

Flesh-Curl. Gains resistance to B/P/S damage until start of next turn.

 

 

Reactions

Echo Pain. When hit, the attacker makes a DC 13 INT save or takes 2d4 psychic damage and loses their reaction until end of turn.

Husk Grasp. When a creature within 5 ft. moves or disengages, the Husk attacks. Hit: 1d6 + 3 bludgeoning and the target is grappled (escape DC 13).

 

 

Description

The Choral Husk drifts more than walks, her movements marionette-like, as though suspended by invisible strings tugged by the dirge she never stops singing. Her once-pristine choir robe now hangs in tatters, soaked in soot and old blood, the fabric stiff and cracking like charred paper. It flutters even in still air, as if reacting to something no one else can see.

Her face is stretched and pale, the skin almost translucent, with blackened veins visible just beneath the surface—branching like spider legs across her hollow cheeks. Her lips are torn in a permanent, anguished smile, split wide at the corners as if forced open from the inside. Teeth—too many of them—line her mouth in uneven, jagged rows. When she sings, her jaw unhinges just slightly too far, as though trying to vomit the music out rather than release it.

Her eyes are dry, lidless, and wide, stained with ash and locked in a constant stare—unblinking and too still. From her back protrude warped fragments of bone and cartilage shaped like broken organ pipes or snapped wings, humming faintly with each sorrowful note. Small motes of glowing dust drift around her like ghostly fireflies, drawn from the breath of anyone who dares listen too long.

And when the melody swells, her shadow splits and writhes independently, echoing her sorrow with gestures no longer bound to her form.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Sixela4309

Comments

Posts Quoted:
Reply
Clear All Quotes