Necrohusk

Level 5
Creature· evilRareMediumLegacy
AC 22
HP 75 (void healing)
Speed 30 ft.
Fort +10
Ref +15
Will +12
Perc +14
Size Medium
Rare
Immunities bleed, death effects, disease, paralyzed, poison, prone, unconscious
Languages common, hallit, necril
Senses darkvision, lifesense 30 ft. (imprecise)
Speeds 30 ft., climb 30 ft.
Skills acrobatics +13, stealth +13, athletics +12
Recall Knowledge religion DC 25

Attacks

Melee Jaws +15/+10/+5(unarmed)
Damage: 2d6+5 piercing + 1d6 poison
Melee Leg +15/+11/+7(agile)
Damage: 2d4+5 piercing
Ranged Ichor Spit +14/+9/+4 (range 30 ft.)
Damage: 3d8 poison
Effect: vile innards

Abilities

Lifesense (Imprecise) 30 feetinteraction

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.

Skitterdefensive

Trigger A creature misses the necrohusk with a melee Strike Effect The necrohusk Steps.

Void Healingdefensive

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Frenzied Assault◆◆offensive

The necrohusk makes three leg Strikes. If more than one Strike hits the same target, combine the damage of the Strikes that hit the creature and apply the creature's resistances and weaknesses only once.

Impaling Lunge◆◆offensive

The necrohusk Strides twice. If the necrohusk ends its movement within melee range of an enemy, it makes a leg Strike against that enemy. On a hit, the Strike deals an additional 1d6 bleed.

Vile Innardsoffensive

The necrohusk spews some of its rotting insides when it makes an ichor spit Strike. On a critical hit, the target is Sickened 2.

Description

Necrohusks are skittering, undead monstrosities, created when a humanoid is purposefully twisted into a new creature through necromantic experimentation. Unlike fleshwarps and recipients of successful necrografts, prospective necrohusks never survive the procedure. After reanimation, they're cunning, animalistic creatures that follow their creator's orders without question.

Creating a necrohusk is an incredibly difficult endeavor, fraught with error. Most attempts result in lumps of useless, rotten slurry or malformed undead no more cunning or dangerous than a mundane zombie. The costs in time, experimental subjects, and expensive spell components lead some would-be necromancers to conclude that the results aren't worth the risk. Occasionally, spellcasters can harness the power of the Void during the process, which lessens the monetary cost but vastly increases the danger, often producing a deadly backlash resulting in the creator's death and a masterless necrohusk.

Among the Sutaki, only Ashen Swale and his lieutenants, Turkek and Azi, have the skill and knowledge to create necrohusks with any regularity, although Turkek's interests often lead him away from such gruesome endeavors. Necrohusks are created from volunteers in Ashen Swale's cult or from traitorous Sutaki whom Ashen Swale wants to punish with a ghastly fate.

Traits