| Mod | Save | ||
|---|---|---|---|
| STR | 19 | +4 | +4 |
| DEX | 16 | +3 | +6 |
| CON | 20 | +5 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 14 | +2 | +5 |
| CHA | 10 | +0 | +0 |
Alien Resilience. The Husk has advantage on saving throws against spells and other magical effects.
Acid Blood. When the Ascendant Husk takes slashing or piercing damage from a creature within 5 feet, that creature must make a DC 15 Dexterity saving throw, taking 9 (2d8) acid damage on a failed save, or half as much on a success.
Radiant Absorption. Whenever the Ascendant Husk would take radiant damage or a creature within 30 feet of it regains hit points from a spell or magical effect, the Husk instead regains a number of hit points equal to the radiant damage dealt or healing received (before modifiers).
Celestial Hunger (Recharges after a Short or Long Rest). As a bonus action, the Husk draws in celestial energy from its surroundings. Until the end of its next turn, all radiant sources (spells, items, or effects) within 30 feet shed dim light only, and any healing done by such sources is reduced by half.
Multiattack. The Ascendant Husk makes two attacks: one with its Claws and one with its Maw.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 4 (1d8) acid damage.
Maw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or take 9 (2d8) acid damage at the start of its next turn.
Gravitic Pulse (Recharge 5–6). The Ascendant Husk slams its limbs into the ground, releasing a burst of warped gravity. Each creature of its choice within 20 feet must make a DC 15 Strength saving throw or be pulled up to 15 feet toward the Husk and knocked prone. The Husk can then move up to half its speed and make one Claw attack as a bonus action.
Acid Spitter. Acid Spit (Recharge 5–6) — Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 14 (4d6) acid damage. On a failed DC 14 Con save, the target’s AC is reduced by 1 (acid corrosion) until the end of its next turn.
Radiant Mimicry. As a reaction when hit by a spell, the Husk can release a blinding flash of radiant energy (DC 15 Con save or blinded until end of next turn). It absorbs 10 HP when it does this.
Acidic Spray (Recharges after Short or Long Rest). When reduced to 50 hit points or fewer for the first time, the Ascendant Husk releases a 15-foot cone of acidic vapor. Each creature in the area must make a DC 15 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much on a success.
Description
Once humanoid, the Ascendant Husk is the perfected form of the worm-born abominations that preceded it. Its skin glistens like glass under starlight, veined with bioluminescent ichor. It hunts not for flesh, but for divine energy — the lifeblood of priests, paladins, and healers. When it kills, the air fills with the scent of ozone and rot. Those who study its remains whisper that its blood is alive — and still hungry.
Lair and Lair Actions
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