Alliumite, Husker

Medium Plant, chaotic neutral

Armor Class 15 (natural armor, shield)

Hit Points 68 (8d8+32)

Speed walk +20, burrow +10

Challenge 2

STR
15
+2
DEX
12
+1
CON
18
+4
INT
9
-1
WIS
12
+1
CHA
16
+3

Skills perception +1

Senses darkvision 60', passive Perception 11

Languages Sylvan

Special Abilities

Overpowering Stench. Each creature other than an alliumite or garlicle within 5 ft. of the alliumite when it takes damage must make DC 15 Con save or be blinded until the end of its next turn. On a successful save the creature has advantage vs. the Overpowering Stench of all alliumites for 1 min.

Plant Camouflage. Aadvantage on Dex (Stealth) checks it makes in any terrain with ample obscuring plant life.

Actions

Multiattack. Two Gnarly Club attacks or it makes one Gnarly Club attack and uses Taunting Threat.

Gnarly Club. Melee Weapon Attack: +4 to hit, 5 ft., one target, 6 (1d8+2) bludgeoning damage and the target must make DC 12 Str save or be knocked prone.

Taunting Threat. The husker throws a series of rude and menacing gestures at one creature it can see within 30' of it. The target must make a DC 13 Cha save. On a failure the target takes 7 (2d6) psychic and has disadvantage on all attacks not made vs. the husker until the end of its next turn. On a success the target takes half the damage and doesn't have disadvantage on attacks not made vs. the husker.

Source: Tome of Beasts 3 · OGL/Open