Husk Sentries

"Animated remains of a Hallownest

Sentry. Still retains some memory of its

former task."



—Hunter's Journal



Before the decline of the kingdom of

Hallownest these proud soldiers

patrolled the capitol city in service of the

Pale King. Though only their carcasses

remain, a lingering sentiment compels

them to guard the streets of the abandoned

cities and villages.

Husk Sentry Medium undead, neutral Armor Class 12 (natural armor)

12 (natural armor) Hit Points 39 (6d8+12)

39 (6d8+12) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 15 (+2) 9 (-1) 8 (-1) 9 (-1) Senses Darkvision 30 ft., passive Perception 10

Darkvision 30 ft., passive Perception 10 Challenge 2 (450 XP) Pack Tactics. The sentry has advantage on an attack roll against a creature if at least one of the husk sentry's allies is within 5 ft. of the creature and the ally isn't incapacitated. Standing Leap. The sentry's long jump is up to 20 feet and its high jump is up to 15 feet, with or without a running start. Actions Multiattack. The sentry makes two melee attacks.

Sentry's Nail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Lance Sentry Medium undead, neutral Armor Class 12 (natural armor)

12 (natural armor) Hit Points 45 (6d8+14)

45 (6d8+14) Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 15 (+2) 9 (-1) 8 (-1) 9 (-1) Senses Darkvision 30 ft., passive Perception 10

Darkvision 30 ft., passive Perception 10 Challenge 3 (700 XP) Pack Tactics. The sentry has advantage on an attack roll against a creature if at least one of the husk sentry's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Multiattack. The sentry makes two melee or ranged attacks.

Lance Nail. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Heavy Sentry Large undead, neutral Armor Class 12 (natural armor)

12 (natural armor) Hit Points 39 (6d8+12)

39 (6d8+12) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 19 (+4) 9 (-1) 8 (-1) 9 (-1) Senses Darkvision 30 ft., passive Perception 10

Darkvision 30 ft., passive Perception 10 Challenge 4 (1,100 XP) Charge. If the sentry moves at least 20 feet straight toward a target and then hits it with a heavy nail attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Pack Tactics. The sentry has advantage on an attack roll against a creature if at least one of the husk sentry's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Multiattack. The sentry makes two heavy nail attacks.

Heavy Nail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.