Husk

by 1d6Adventurers

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Husk

“Whichever foul necromancer gave this undead a fireball launcher ...“
"Is my kind of—“
“...shall feel the full extent of my wrath."
“Full wrath. Yep, yep. Got it.”

- Amalthalda, Paladin of Pelor, to Hyde, the goblin


Standing as tall as an average humanoid, but covered in scalded flesh and with a continual fire burning in their eyes, one can only begin to question the sorts of experiments the Horzine alchemists and doctors were conducting.

Standing alone in the Horzine experiments, the husk is equipped with the means to harass its prey at a distance. The husk's fireball launcher is an enchanted tube, that can hurl small fireballs at great distances, and it's liquid fire ammunition can set a blaze in almost anything and anyone.

On death, the husk will ignite its fuel source and sprint at its enemies, detonating itself not unlike a true magical fireball, incinerating itself and its enemies with it. Left unchecked, an advancing husk can exact a terrible prices from its enemies.


Husk

Medium undead, chaotic evil


  • Armor Class 15 (natural armour)
  • Hit Points 165 (22d8 + 66)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 16 (+3) 8 (-1) 9 (-1) 7 (-2)

  • Damage Resistances fire
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands all languages it spoke in life but can't speak
  • Challenge 6 (2,300 XP)

Death Throes. When the husk dies, it moves up to its speed and then explodes in a burst of liquid fire. Each creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failed save, a target takes 28 (8d6) fire damage and ignites. On a successful save, the target takes half as much damage and doesn't ignite. Until a creature takes an action to douse the fire, an ignited target takes 7 (2d6) fire damage at the start of each of its turns.

ZED Time. If the husk suffers a critical hit, the attacker can either make one attack as a bonus action, or move up to half its speed before the end of its turn.

Actions

Husk Fireball Launcher. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 16 (4d6 + 2) fire damage, and the target and each creature within 5 feet of it must succeed on a DC 14 Dexterity saving throw or ignite. Until a creature takes an action to douse the fire, an ignited target takes 7 (2d6) fire damage at the start of each of its turns.

Created by u/1d6Adventurers for /r/MonsteraDay

Artwork: © Tripwire Interactive

 

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