Husk
Husk Knight
CR 4
Medium Husk — Directed (tactical)
In the World
Not all the dead that fell in the Pulse Wars were simple soldiers. A Husk Knight was someone who mattered — a trained warrior, a Rig-user, a commander. The Deep Directive found something worth preserving. Husk Knights retain muscle memory if not consciousness. They maintain formation. They target Essa users first. They do not retreat unless directed to. The rusted armor is deceptive — it absorbed Essa residue during the wars and has partially fused with the body beneath. Stripping it off is not straightforward.
Traits
Essa Sense
The Husk Knight can sense active Essa use within 120 ft. It will prioritize targets who have used a Technique in the last round.
Fused Plate
The Husk Knight has resistance to piercing and slashing damage from non-magical sources because the Essa-soaked armor has partially merged with the body beneath.
Formation Memory
While within 10 ft of at least one other Husk, the Husk Knight has advantage on melee attack rolls.
Actions
Multiattack
The Husk Knight makes two Rusted Blade attacks.
Rusted Blade
Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) necrotic damage.
Shield Bash (Recharge 5–6)
The Husk Knight slams its rusted shield into a creature within 5 ft. The target must succeed on a DC 14 STR saving throw or be knocked prone and stunned until the end of its next turn.