Large Humanoid, Unaligned
Armor Class 16 Natural Armor
Hit Points 300 (30d12 + 105)
Speed 50 ft., Climb 50 ft.
STR
22 (+6)
DEX
24 (+7)
CON
18 (+4)
INT
8 (-1)
WIS
10 (+0)
CHA
5 (-3)
Saving Throws STR +11, DEX +12, CON +9
Skills Perception +12, Stealth +12
Damage Resistances Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Magic Weapons, Ranged Attacks
Damage Immunities Acid, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 300 ft. (It cannot see beyond this limit.), Truesight 150 ft., Passive Perception 20
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Corrosive Form. A creature that touches the husk or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.

Amorphous. As a bonus action the husk can turn into a more gelatinous state. During this transformation, it cannot attack and attacks against it are at a disadvantage. The husk may also move through a space as narrow as 1 inch wide without squeezing. This state lasts until death, or until the husk ends it with a bonus action.

Nonmagical ammunition made of metal or wood that hits the husk is destroyed after dealing damage.

Regeneration. The husk regains 10 hit points at the start of its turn if it has at least 1 hit point. If the husk takes radiant damage or damage from holy water, this trait doesn't function at the start of the husk's next turn.

Spider Climb. The husk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 5) slashing damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 6) piercing damage plus 8 (2d8) acid damage.

Frightful Presence. Each creature of the husk's choice that is within 120 feet of the husk and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the husk's Frightful Presence for the next 24 hours.

Pounce. If the husk moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the husk can make one bite attack against it as a bonus action.

 Multiattack. The husk can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

 

Description

The Wallowing Husk is a humanoid creature that lurks the lands, preying on any creature unfortunate enough to cross its path. It's long white arms almost drag on the floor if it is standing up straight. Husks have no eyes and have pale white bodies made of muscle. However, the Husks seem to be griping to reality on a thread, as if struggling to even exist. A seemingly magical effect corrodes parts of the Husk's body making it similar to an ooze or slime. Husks seemingly have no mouth but when it opens it, it reveals a set of huge jagged teeth much like a shark.

While on all fours the Husk is one of the fastest creatures on land. The origin of Husks are unknown some speculate that husks are the result of some high level ritual spell cast long ago. Husks do not age, nor do their bodies deteriorate, they don't need to breathe or sleep. The large size and speed of the Husk makes it dangerous for even experienced adventurers to face. Husks are ravenous and only crave to eat the flesh of those who walk the mortal plane. Luckily, Husks are rare, but if you see when you are advised to run, due to the lack of information about them.

Previous Versions

Name Date Modified Views Adds Version Actions
12/24/2019 4:54:20 PM
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Monster Tags: abberationhumanoid

Habitat: SwampUnderdark

Redemption

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