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5ead/monsters/md/tome_of_beasts_3/alliumite-husker.md
2025-06-07 07:58:30 -05:00

1.6 KiB

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.