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.
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