AC
17
Initiative
+5 (15)
HP
144
(12d12 + 66)
Speed
40 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 23 | +6 | +6 |
| DEX | 15 | +2 | +5 |
| CON | 20 | +5 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +4 |
| CHA | 9 | −1 | +2 |
Skills
Athletics +12, Perception +4, Stealth +5
Immunities
Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses
Blindsight 120 ft.; Passive Perception 20
Languages
None
CR
7 (XP 2,900, or 50,000 in lair; PB +3)
Actions
Multiattack. The husk makes two attacks, using hands.
Hands. Melee Attack Roll: +9, reach 15 ft. Hit: 22 (3d10 + 6) Bludgeoning damage.
Blackhole. Ranged Attack Roll: +9, range 60/240 ft. Hit: 15 (2d8 + 6) damage.
Reactions
Deflect Missile (Recharge 5–6). Trigger: The husk is hit by a ranged attack roll and takes Bludgeoning, Piercing, or Slashing damage from it. Response: The husk reduces the damage it takes from the attack by 11 (1d10 + 6), and if that damage is reduced to 0, the husk can redirect some of the attack’s force. Dexterity Saving Throw: DC 17, one creature the husk can see within 120 feet. Failure: 11 (1d10 + 6) Force damage.
Lair and Lair Actions
Secound layer of hell, lust
Comments