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Husker CR: 1/4

Medium beast (dog), n/a
Armor Class: 15
Hit Points: 16 [3d8+3]
Speed: 30 ft

STR

12 +1

DEX

15 +2

CON

14 +2

INT

7 -2

WIS

10 +0

CHA

11 +0

Saving Throws: Dex +4
Damage Resistances: Cold
Languages: Understands Common & Inethrix
Challenge Rating: 1/4
Proficiency Bonus: +2

Keen Hearing and Smell. The husker has advantage on Wisdom (Perception) checks that rely on hearing or smell.   Pack Tactics. The husker has advantage on an attack roll against a creature if at least one of the husker's allies is within 5 ft. of the creature and the ally isn't incapacitated.   Ice Physics. The Husker can add half of how much it moved horizantly last turn to its movement this turn, up to a maximum of 4x it's base movement. Any creatures that rolls a natural 1 on any attack or abality check even if they would ignore that dice through advantage or rerolls within 10ft of the husker, falls prone & take 1d6 bludgeoning damage. That natural role number increases by 1 for every overlap of this abality.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone


Created by

Remrat.

Statblock Type

Monster

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