Tidewater Husk

medium undead, neutral evil

D&D 5.5 / SRD 5.2

Challenge 1 (200 XP)

Available with DM subscription
STR
14 (+2)
DEX
12 (+1)
CON
13 (+1)
INT
6 (-2)
WIS
10
CHA
8 (-1)

Defense

Armor Class
12 (natural armor)
Hit Points
27 (5d8 + 5 +1)
Speed
20 ft., swim 40 ft.

Treasure & Loot Common

Coins

Proficiencies & Senses

Saving Throws Wisdom
Skills
Stealth +3, Survival +2, Perception +2
Senses
darkvision 60 ft.
passive Perception 12

Characteristics

Damage Vulnerabilities
fire
Damage Resistances
piercing
Damage Immunities
poison
Condition Immunities
poisoned
Languages understands Common but cannot speak

Traits and Actions

Undertow

Trait
Grappled Condition
Suffocation Custom
At the start of each of its turns, the husk pulls each creature it has grappled 5 feet toward it (no action required). While grappled by the husk, a creature must hold its breath or begin suffocating.

Suffocation. A grappled creature must hold its breath and risks suffocating if it cannot.

Waterlogged

Trait
Damage Resistance Custom
Damage Vulnerability Custom
The husk has resistance to piercing damage and vulnerability to fire. It cannot leave the flooded chamber where it died, and it cannot speak. It can rattle its coin-purse to lure the greedy.

Grasping Hand

Action
Grappled Condition
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11).

Running the encounter

Combat Behavior

Tactics

  • Lies submerged and still, rattling its coin-purse to lure greedy creatures closer.
  • Grapples a target and drags it deeper, using Undertow to pull it under and force breath-holding.
  • Avoids open flame and retreats into deeper water if burned.

Combat Style

Ambush from black water; grapple and drown.

Morale

Fights to the death while within its chamber; cannot pursue beyond it.

Appearance & presence

Monster Description

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