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.
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