Perception +4, Survival +4, Stealth +3
darkvision 60 ft., tremorsense 10 ft., passive Perception 14
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.
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.
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.
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.
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.
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.
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
The Green Dome of The Stronghold Beneath