| Mod | Save | ||
|---|---|---|---|
| STR | 9 | −1 | −1 |
| DEX | 13 | +1 | +1 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | −4 | −4 |
| WIS | 10 | +0 | +0 |
| CHA | 5 | −3 | −3 |
Ashen Body: When reduced to 0 hit points, the Ash Husk collapses into a pile of smoldering ash. Each creature within 5 feet must succeed on a DC 11 Con saving throw or cough and choke on the cloud of ash, becoming blinded until the start of their next turn.
Flicker of Voices: When a creature starts its turn within 5 feet of the Ash Husk, it must succeed on a DC 11 Wis saving throw or hear distorted whispers of lost villagers. On a failure, the creature has disadvantage on its next attack roll.
Ashen Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) necrotic damage.
Suffocating Embers. Recharge 3: The Husk exhales a puff of glowing ash in a 10-foot cone. Each creature in the area must make a DC 11 Con saving throw, taking 2d4 fire damage on a failed save, half as much on a successful one.
Burning Ember. When the Ash Husk deals damage via Ash Claws or a failed save on Suffocating Embers, it may use a bonus action to plant a burning ember on that target. The ember latches onto clothing, armor, or flesh.
- At the start of the target's turn, the ember deals 1d4 fire damage.
- The ember may be removed by spending an action to smother it (no damage that turn) or by killing the Ash Husk
A creature may only have one ember on them at a time from a given Husk. Multiple Husks may plant an ember on one target.
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