b'Muculent Husk \n'b'\n'b'  Huge   undead ,  unaligned  \n'b'  Armor Class  17 (natural armor)  Hit Points  184 (16d12+80)  Speed  10 ft., swim 30ft.\n'b' STATS STR: 20 (+5) DEX:  12 (+1)  CON:  20 (+5)  INT:  19 (+4)  WIS:  22 (+6)  CHA:  23 (+6)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills  Intimidate +10,  Stealth  +9  Damage Immunities  cold, necrotic; bludgeoning, piercing, and slashing from non-magical weapons  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  poisoned   Senses  blindsight 30 ft.,  darkvision  60 ft., passive  Perception  16  Languages  Aquan, Deep Speech, Undercommon  Challenge  11 (7,200 XP) \n'b' SPECIAL Traits \n'b'\n'b'  Aura of Unclean Water . A muculent husk is surrounded by a cloud of rotting mucus and slime that gives off a horrifying stench above water, and hinders vision below water. Underwater, the 20 ft. area around the husk is lightly obscured. Any creature that moves into or starts their turn within 20 ft. of the husk (above or below water) must succeed on a DC 17  Constitution  save or become  poisoned  for 1 minute. Creatures may repeat the save at the beginning of any round they spend outside the area to remove the condition. On a successful save, the creature is immune to the poison effect of the aura for 1 hour. \n'b'  Detritus Cloud . When a creature that the muculent husk can see comes within 20 ft. of it, it may use a  reaction  to trigger detritus cloud. If it does, the husk takes 20  hit points  of damage and the 20 ft. area around the husk becomes heavily obscured for 1 minute. \n'b'  Innate Spellcasting . The husk\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 18, +10 to hit with spell attacks).\n'b'\n'b'\n'b'  At will :  detect thoughts ,  minor illusion ,  speak with dead  \n'b'  3/day each :  animate dead ,  black tentacles ,  bestow curse ,  fear  \n'b'  1/day each :  circle of death ,  hallucinatory terrain  \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The husk makes four tentacle attacks. \n'b'  Tentacle .  Melee Weapon Attack : +9 to hit, reach 15 ft., one target.  Hit : 10 (1d8 + 5) bludgeoning damage and must succeed on a DC 17  Constitution  save or have their maximum  hit points  reduced by the amount of damage taken. This reduction lasts until the target takes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b'\n'b' ABOUT \n'b' Succulent husks are believed to have been an aboleth\xe2\x80\x99s botched attempt at immortality. \n'b' The resulting creature is dangerously insane, hateful, and sees itself as lord of the sea. Some rare aboleth actively pursue the rites to become a muculent husk in the same way demented humans research the dark path of lichdom. \n'b' This piscine creature has flesh that flows like ooze over its rotten cartilaginous frame. Three sunken eyes glow balefully at its surroundings. Dead sea life litters the seafloor below it. \n'b' Muculent husks hate the living, and will go out of their way to destroy any living creature that crosses their path. \n'b' They will attempt to disorient and confuse their prey before attacking in a storm of flailing tentacles. \n'b' Aboleth live in fear of these creatures, and will generally flee an area if one lairs nearby. A muculent husk frequently has a \xe2\x80\x9ccourt\xe2\x80\x9d of undead aboleth and scum serving it, and the oldest and most powerful may even have an undead kraken to lord over. In general, a muculent husk is deadly within a hundred miles of its lair, but the creatures are too chaotic and insane to pose a risk to the world as a whole. A few rare muculent husks take up the study of magic, becoming as powerful as the greatest of liches. \n'b' Muculent husks do not require air, food, drink, or sleep.'