{"name":"Weak Husk","cr":"1\/2","types":"Undead","size":"Medium","languages":"Any that it knew in life, Abyssal","alignment":"Any Evil","description":"","suggestedenvironment":"","ac":"15 (Natural Armor)","hitpoints":"30 [roll:6d8]","strength":"11","dexterity":"17","constitution":"10","intelligence":"16","wisdom":"10","charisma":"6","movement":"30","fly":"","hover":"","burrow":"","swim":"","climb":"","senses":"Darkvision 60 ft., passive Perception 11","skills":"","savingthrows":"Dexterity, Constitution","damagevulnerabilities":"Psychic, Radiant","damageresistances":"Bludgeoning, Piercing, And Slashing From Nonmagical Weapons","damageimmunities":"","conditionimmunities":"Charmed, Exhaustion, Restrained, Prone","spellcasting":"","atwill":"","onceperday":"","twiceperday":"","thriceperday":"","specialabilities":"The Husk's Spellcasting ability is Intelligence. +4 to hit, DC 13\r\n\r\n\r\nIncorporeal Movement. The Husk can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.\r\n \r\nShadowbound. The Husk can hide in dim light or darkness without requiring cover.","actions":"Draining Bite ] Melee Weapon Attack: +5 to hit, reach 5 ft., One target, Hit: 6 (1d6+3) piercing damage. The target must make a Constitution saving throw- on a failed save, they take an additional 5 (1d4+3) necrotic damage, and the Husk regains HP equal to the amount drained from the target. On a successful save, they take no additional damage.","reactions":"","legendaryactions":"","lairdescription":"","lairactions":"","regionaleffects":"","image":"","tabledata":"","tags":"","isShared":"1","templateId":"21","blockId":"9484"}