Medium Fiend (Shapechanger), Chaotic Evil
AC 15 Natural Armor    Initiative +3 (13)
HP 82 (11d8 + 33)
Speed 30 ft., walk 30 ft.
Mod Save
STR 14 +2 +4
DEX 16 +3 +5
CON 16 +3 +5
Mod Save
INT 6 -2 +0
WIS 12 +1 +3
CHA 10 +0 +2
Skills Perception +0, Stealth +0
Resistances Bludgeoning and Piercing from nonmagical attacks, Necrotic, Poison
Immunities Poisoned
Senses Darkvision 60 ft, Passive Perception 13
Languages Understands Abyssal and Infernal but cannot speak
CR 3 (XP 700; PB +2)
Traits

Amorphous Body. The Writhing Husk can squeeze through spaces as narrow as 1 inch wide without squeezing.

Toxic Vitality. When the Writhing Husk takes slashing or piercing damage, each creature within 5 feet must succeed on a DC 13 Constitution saving throw or take 7 (2d6) poison damage.

Rotten Regeneration. At the start of its turn, the Husk regains 5 hit points if it has at least 1 hit point. This trait ceases to function if it takes radiant damage.

Actions

Multiattack. The Writhing Husk makes two Tentacle Slam attacks.

Tentacle Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 10 (2d6 + 3) bludgeoning damage, and the target must succeed on a DC 13 Constitution saving throw or take 7 (2d6) poison damage and be poisoned until the end of its next turn.

Necrotic Pulse (Recharge 5–6). The Husk releases a wave of foul energy. Each creature within 15 feet must make a DC 13 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much on a success. Living plants take double damage.

Bonus Actions

Unravel. The Husk can collapse into a writhing mass, moving through enemy spaces until the end of the turn. It ignores opportunity attacks this turn.

Reactions

Venomlash Reflex: The Writhing Husk lashes out with a venom-dripping tendril.

  • The target must succeed on a DC 13 Dexterity saving throw or take:

    • 1d8 poison damage

    • 1d6 necrotic damage

    • On a failed save, the target is also poisoned until the end of its next turn.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Formed from the tangled hatred of life and death itself, the Writhing Husk is a failed imitation of humanity—created not by evolution, but by some cursed mockery of it. Each is a convergence of festering life: serpentine tentacles coiling together into a humanoid form, pulsing with foul vitality. Scholars speculate these beings emerge near places where the veil between life and rot has thinned—cursed swamps, blighted ruins, or long-forgotten laboratories beneath the roots of the Life Tree.

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.

StrikerGames

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