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Huskbound Hunter CR: 5

Medium plant, humanoid, chaotic neutral
Armor Class: 15
Hit Points: 105hp (14d8+42) 14d8+42
Speed: 30 ft , burrow: 15 ft , climb: 20 ft

STR

16 +3

DEX

12 +1

CON

16 +3

INT

6 -2

WIS

14 +2

CHA

8 -1

Saving Throws: Wis +4, Con +5
Skills:

Perception +4, Survival +4, Stealth +3

Damage Vulnerabilities: fire
Damage Resistances: bludgeoning, piercing
Condition Immunities: charmed, frightened, paralyzed
Senses:

darkvision 60 ft., tremorsense 10 ft., passive Perception 14

Languages: Druidic, Sylvan (can't verbalize under most circumstances)
Challenge Rating: 5 ( 1800 XP)
by Chatgpt

At will:

Parasitic Link (Recharges after Short Rest)

The Huskbound can telepathically connect to a creature within 30 ft. for 1 minute. The target must succeed a DC 14 Wisdom save or be haunted by a memory of Thorn—gaining Disadvantage on saves against being Charmed or Frightened until the effect ends.

Memory Lure (Recharge 5–6 turns)

The Huskbound projects a hallucination of Thorn’s presence. Each creature in a 20-foot radius must make a DC 14 Wisdom saving throw or become Charmed for 1 minute, believing the Huskbound to be someone they once trusted. Targets can reattempt the save at the end of each of their turns.

1/day:

Entangling Vines

As an action, the Huskbound summons grasping vines in a 20-foot radius. All creatures in the area must make a DC 13 Strength save or be Restrained for 1 minute. Creatures can repeat the save at the end of each turn.

Actions

Multiattack.
The Huskbound makes two Thornlash attacks.

Thornlash. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 11 (2d6 + 3) slashing damage, and the target must succeed a DC 13 Constitution saving throw or take 5 (1d10) poison damage at the start of its next turn.

Sporeburst (Recharge 6 turns).
The Huskbound releases spores in a 15-foot cone. All creatures in the area must make a DC 14 Constitution saving throw or be Blinded for 1 round and take 7 (2d6) poison damage.

Regional Effects

Regrowth

If the Huskbound Hunter is in sunlight or magical nature-infused areas (like the Green Dome), it regains 5 HP at the start of each turn.

Motivation/Compulsion

These hunters serve as both guardians and mourners of the Green Dome's ruins.
If Thorn is in the party, one of the Huskbound corpses might hesitate, calling her by her divine name in common. With convincing (DC 12 CHA), Thorn may be able to sway the Hunters to her side.

Usual Tactics

Protect the ruins of Thorn's Enclave; Protect the Alpha, unless Thorn has swayed the Hunters to her side.

Hunters bound for duty. They are the bark-skinned cocoon around a long-dead body of a humanoid individual

Suggested Environments

The Green Dome of The Stronghold Beneath


Created by

Red_Collar.

Statblock Type

Monster

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