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2025-06-07 07:58:30 -05:00
# Alliumite, Husker
*Medium* *Plant* *chaotic neutral*
- **Armor Class:** 15 (natural armor, shield)
- **Hit Points:** 68 (8d8+32)
- **Speed:** walk 20 ft. burrow 10 ft.
- **Challenge Rating:** 2 (450 XP)
- **Source:** Tome of Beasts 3, page 17
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 15 (+2) | 12 (+1) | 18 (+4) | 9 (-1) | 12 (+1) | 16 (+3) |
- **Skills:** perception +1
- **Senses:** darkvision 60', passive Perception 11
- **Languages:** Sylvan
### Special Abilities
- **Overpowering Stench:** Each creature other than an alliumite or garlicle within 5 ft. of the alliumite when it takes damage must make DC 15 Con save or be blinded until the end of its next turn. On a successful save the creature has advantage vs. the Overpowering Stench of all alliumites for 1 min.
- **Plant Camouflage:** Aadvantage on Dex (Stealth) checks it makes in any terrain with ample obscuring plant life.
### Actions
- **Multiattack:** Two Gnarly Club attacks or it makes one Gnarly Club attack and uses Taunting Threat.
- **Gnarly Club:** Melee Weapon Attack: +4 to hit, 5 ft., one target, 6 (1d8+2) bludgeoning damage and the target must make DC 12 Str save or be knocked prone.
- **Taunting Threat:** The husker throws a series of rude and menacing gestures at one creature it can see within 30' of it. The target must make a DC 13 Cha save. On a failure the target takes 7 (2d6) psychic and has disadvantage on all attacks not made vs. the husker until the end of its next turn. On a success the target takes half the damage and doesn't have disadvantage on attacks not made vs. the husker.