Gloom Husk

medium aberration (shadow), neutral evil

D&D 5.5 / SRD 5.2

Challenge 3 (700 XP)

Available with DM subscription
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
6 (-2)
WIS
10
CHA
8 (-1)

Defense

Armor Class
13 (natural armor)
Hit Points
49 (9d8+9 +2)
Speed
30 ft., swim 40 ft.

Treasure & Loot Common

No significant treasure

Proficiencies & Senses

Saving Throws dex, con
Skills
Stealth +4, Survival +2
Senses
darkvision (60 ft. (limited by Murk Veil))
blindsight (30 ft. (while submerged))
passive Perception 10

Characteristics

Damage Vulnerabilities
radiant
Damage Resistances
cold, necrotic, bludgeoning (nonmagical), piercing (nonmagical), slashing (nonmagical)
Damage Immunities
—
Condition Immunities
exhaustion, poisoned
Languages —

Traits and Actions

Amphibious

Trait
Amphibious Custom
The Gloom Husk can breathe air and water.

Amphibious. Standard trait allowing breathing in both environments.

False Lure

Trait
Charmed Condition
While hidden or submerged, the Gloom Husk can mimic the sound of a weeping child. A creature that hears this must succeed on a DC 12 Wisdom check to recognize it as deception; otherwise, they are charmed until the end of their next turn regarding approaching the source.

Murk Veil

Trait
Heavily Obscured Rule
As a bonus action while in water, the Gloom Husk becomes heavily obscured. It can move up to its swim speed without breaking this effect. The obscuration ends if it leaves the water or at the start of its next turn.

Multiattack

Action
The Gloom Husk makes two Drowning Claw attacks.

Drowning Claw

Action
Grappled Condition
Necrotic Damage Custom
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) necrotic damage. If the target is in water, it must succeed on a DC 13 Strength saving throw or be Grappled (escape DC 13). While grappled, the target takes 5 necrotic damage at the start of each of its turns.

Extinguish Light

Action
Darkness Spell
The Gloom Husk magically extinguishes non-magical light sources within 15 feet of itself and creates a sphere of magical darkness centered on itself. Creatures with darkvision cannot see through this darkness. This effect lasts until the start of the Gloom Husk's next turn. Recharge 5-6.

Running the encounter

Combat Behavior

Tactics

  • Submerged ambush using False Lure to draw prey close.
  • Uses Murk Veil to break line of sight after grappling.
  • Drags grappled targets underwater to drown them.

Combat Style

Ambusher / Controller

Appearance & presence

Monster Description

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