Family: Husk

Medium undead, chaotic evil

Armor Class 9
Hit Points 19 (3d8 + 6)
Speed 30 ft.

14 (+2) 8 (-1) 14 (+2) 5 (-3) 7 (-2) 5 (-3)

Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands all languages it knew in life but can’t speak
Challenge 1/2 (100 XP)

Special Traits

  • Amorphous. The husk can move through a space as narrow as 1 inch wide without squeezing.
  • Damage Transfer. While it is grappling a creature, the husk takes only half the damage dealt to it, and the creature grappled by the husk takes the other half.


  • Smother. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 12). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the husk can’t smother another target. In addition, at the start of each of the target’s turns, the target takes 5 (1d6 + 2) bludgeoning damage.


A grotesque human body moves like jelly. Its split-open front reveals the creature has no bones.

Husks are the opposite of skeletons: undead made entirely from tissue.

Waste Not. Powerful necromancers create husks from the leftovers of corpses used to animate skeletons. The creation of husks and skeletons at the same time allows a necromancer to create two undead with a single corpse.

Undead Nature. A husk doesn’t require air, food, drink, or sleep.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

This is not the complete section 15 entry - see the full license for this page