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Alpha Huskbound in Dungeons & Dragons 5e

Alpha Huskbound CR: 8

Large plant/humanoid, chaotic neutral
Armor Class: 16
Hit Points: 161hp (17d10+68) 17d10+68
Speed: 35 ft , burrow: 35 ft , climb: 35 ft

STR

20 +5

DEX

12 +1

CON

18 +4

INT

8 -1

WIS

16 +3

CHA

10 +0

Saving Throws: Str +8, Con +7, Wis +6
Skills:

Perception +6, Survival +6, Stealth +4

Damage Vulnerabilities: fire
Damage Resistances: bludgeoning, piercing
Condition Immunities: charmed, frightened, paralyzed
Senses:

darkvision 60 ft., tremorsense 15 ft., passive perception 16

Languages: Druidic, Sylvan (cant speak under normal circumstances)
Challenge Rating: 8 ( 3900 XP)
by Chatgpt

At will:

Memory Bind (Recharge 2d4 turns)

The Alpha targets one creature within 30 ft. The target must succeed on a DC 15 Wisdom saving throw or lose track of its identity for 1 minute — treating all creatures as Hostile except the Alpha. The target may repeat the save at the end of its turns.

3/day:

Command the Huskbound

Up to three Huskbound Hunters within 60 ft. can use their reaction to move up to 15 ft. and make a melee attack. These attacks have Advantage.


Hymn of the Rootmind (Aura)

Any creature starting its turn within 20 ft. of the Alpha must succeed on a DC 15 Wisdom saving throw or have its movement reduced by 10 ft. and take Disadvantage on Concentration checks until the start of its next turn. This is considered a psychic effect.

Actions

Multiattack
The Alpha makes three Thornlash attacks, dealing half of the total damage to itself and giving the effects of the 'disengage' action.

Thornlash

Melee Weapon Attack: +8 to hit, reach 15 ft., one target.
Hit: 14 (2d8 + 5) slashing damage, and the target must succeed on a DC 15 Constitution saving throw or take 9 (2d8) poison damage at the start of its next turn.

Vine Grasp
Melee Weapon Attack: +8 to hit, reach 20 ft., one target.
Hit: 13 (2d6 + 5) bludgeoning damage, and the target is Restrained. While Restrained this way, the target takes 5 (1d10) bludgeoning damage at the start of its turns.

Sporeburst (Recharge 2d4 turns)
The Alpha releases spores in a 20-foot radius. All creatures in the area must make a DC 15 Constitution saving throw or be Blinded and Poisoned for 1 minute. A creature can repeat the save at the end of each turn, ending the effect on a success.

Regional Effects

Regenerative Growth

If the Alpha starts its turn in sunlight or in an area infused with strong natural magic (like the Green Dome), it regains 10 HP.

Usual Tactics

Take the back line, behind the Hunters; Conserve resources until Hunters are expended, ensure survival of intel for the Enclave.

Much like the Huskbound Hunter, the Alpha Huskbound is an especially powerful husk around an especially powerful corpse. Usually used to command the Huskbound Hunters, they do the forest's bidding. Unlike the Huskbound Hunter, they have a glowing piece in the center of their chest.

Suggested Environments

The Green Dome of The Stronghold Beneath


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