Medium Undead, Chaotic Evil
Armor Class 11 Natural Armour
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
13 (+1)
DEX
8 (-1)
CON
12 (+1)
INT
3 (-4)
WIS
6 (-2)
CHA
3 (-4)
Saving Throws STR +4, DEX +0, CON +4, INT −6, WIS −2, CHA −6
Damage Vulnerabilities Radiant
Damage Immunities Cold, Necrotic, Poison
Gear Piece of umbral rot
Senses Darkvision 60, Passive Perception 8
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Withering Aura. Any creature that starts its turn within 5 feet of the husk takes 2 (1d4) necrotic damage.

Corrupted Vessel. The husk has no need to eat, drink, sleep, or breathe. It is mindless and immune to any effect that requires it to think or reason (such as being charmed or frightened).

Rot on Death. When the husk dies, it collapses into a small patch of blackened, withered plant matter and necrotic sludge. Any creature within 5 feet when it dies must succeed on a DC 11 Constitution saving throw or take 3 (1d6) necrotic damage from the release of corrupted spores.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 2 (1d4) necrotic damage.

Bonus Actions

None

Reactions

None

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

A shambling humanoid corpse with blackened, cracked charred-looking skin, revealing withered gray-green muscle tissue beneath split skin, thin dark necrotic veins pulsing faintly. Small patches of pale sickly fungal growth sprouting from wounds, joints, and the mouth. Hollow empty eye sockets or eyes clouded with a milky green film, completely vacant expression. Stiff, jerky lurching posture, one arm twitching unnaturally. Tattered, filthy remnants of whatever clothing it wore in life, torn and stained

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.

Habitat: Forest

Fallionas

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