Alliumite, Husker
Medium Plant, chaotic neutral. CR 2, AC 15, 68 HP. Traits: Overpowering Stench, Plant Camouflage.
- Armor class
- 15
- Hit points
- 68
- Challenge
- 2
- Creature type
- Plant
- Size
- Medium
- Alignment
- chaotic neutral
Stat block
- Cha
- 16
- Con
- 18
- Dex
- 12
- Int
- 9
- Str
- 15
- Wis
- 12
- Speed
- Walk: 20; Burrow: 10
- Senses
- darkvision 60', passive Perception 11
- Skills
- Perception: 1
- 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.
- 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.
Source and licence
From Tome of Beasts 3 (open content).
Licence: Open Game Content (OGL 1.0a).