Husk
Husk Walker
CR 1/4
Medium Husk — Directed (non-sentient)
In the World
What the Long Night made of the dead. A Husk Walker is nothing more than a corpse directed by an impulse the Citadel calls the Deep Directive — the low-frequency signal something has been broadcasting through the ley lines since Year One of the Long Night. Walkers are the base unit. They move, they strike, they absorb damage that would kill anything still alive. Left alone in the Blackglass Wastes, a Walker will patrol in slow, patient circuits — waiting for something warm to step inside its range.
Traits
Undead Resilience
The Husk Walker has advantage on saving throws against effects that would cause it to drop to 0 HP. It is immune to exhaustion and the poisoned condition.
Deep Directive
The Walker cannot be frightened, charmed, or turned by effects that reference the undead keyword but do not specifically work on Husks (DM discretion). It obeys the Directive passively — there is no mind to break.
Actions
Slam
Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Bite
Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 3 (1d4 + 1) piercing damage. If the target is a living humanoid reduced to 0 HP by this bite, it rises as a Husk Walker at the start of its next turn.