Medium Undead, Neutral Evil
Armor Class 13 natural
Hit Points 22 (3d8 + 9)
Speed 20 ft.
STR
14 (+2)
DEX
11 (+0)
CON
16 (+3)
INT
3 (-4)
WIS
5 (-3)
CHA
8 (-1)
Saving Throws CON +5
Damage Resistances Acid, Fire, Poison
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Born of Fire. The Ashen Husk has advantage on saving throws against fire, poison, or acid based attacks or spells.

Fire Within. Any time a melee attack lands against the Ashen Husk, or any time the ashen husk lands a melee attack, the attacker or target takes 1D4 fire damage.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 1D6+3 bludgeoning damage. 

Volcanic Breath. A cloud of poisonous grey gas sprays out in a 10 foot square in front of the husk, forcing all creatures caught in it to make a constitution saving throw, or take 3D6 poison damage and become poisoned. If they succeed, they take half damage and are not poisoned. the cloud does not last after it is cast out, and this action can only be taken once every 18 seconds (3 rounds).

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

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 plain, lumpy, grey mess of ash in the shape of a deceased humanoid creature, often killed by holy or unholy fire, sometimes by the gods themselves. The husk has no mouth to be seen, and two hollow, skull-like eye sockets with burning embers inside. Husks are often found in burnt down, ash covered landscapes, and only raise from the earth in dark environments.

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.

sean_from_dummies_n_dragons

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