b'Alliumite, Husker \n'b'  Family:   Alliumite  \n'b'  Medium   plant ,  chaotic neutral  \n'b'  Armor Class  15 (natural armor, shield)  Hit Points  68 (8d8 + 32)  Speed  20 ft., burrow 10 ft.\n'b' STATS STR: 15 (+2) DEX:  12 (+1)  CON:  18 (+4)  INT:  9 (\xe2\x80\x931)  WIS:  12 (+1)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Intimidation  +5,  Performance  +5,  Stealth  +3  Senses   darkvision  60 ft., passive  Perception  11  Languages  Sylvan  Challenge  2 (450 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Overpowering Stench . Each creature other than an alliumite or garlicle within 5 feet of the alliumite when it takes damage must succeed on a DC 15  Constitution  saving throw or be  blinded  until the end of its next turn. On a successful saving throw, the creature has advantage against the Overpowering Stench of all alliumites for 1 minute. \n'b'  Plant Camouflage . The alliumite has advantage on  Dexterity  ( Stealth ) checks it makes in any terrain with ample obscuring plant life. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The husker alliumite makes two Gnarly Club attacks, or it makes one Gnarly Club  attack  and uses Taunting Threat. \n'b'  Gnarly Club .  Melee Weapon Attack : +4 to hit, range 5 ft., one target.  Hit : 6 (1d8 + 2) bludgeoning damage, and the target must succeed on a DC 12  Strength  saving throw or be knocked  prone . \n'b'  Taunting Threat . The husker throws a series of rude and menacing gestures at one creature it can see within 30 feet of it. The target must make a DC 13  Charisma  saving throw. On a failure, the target takes 7 (2d6) psychic damage and has disadvantage on all attacks not made against the husker until the end of its next turn. On a success, the target takes half the damage and doesn\xe2\x80\x99t have disadvantage on attacks not made against the husker. \n'b'\n'b' ABOUT \n'b' The widely rotund, purple-skinned onion person waddles forward, looking as sturdy as any  dwarf . The walking vegetable grins capriciously, tests the swing of its tuberous club, and shoulders into the fray. \n'b' Within their garden communities, alliumites come in as many different shapes and colors as the onions they resemble. The most imposing of these creatures are the husker alliumites. Compared to their spritely and more nimble cousins, these red and purple tough guys are especially hardy and relish a fight. \n'b'  Pungent and Punchy . The tear-inducing stench common to all alliumites is especially potent with the huskers, which they often flaunt in combat. The huskers enjoy measuring their brawn among themselves, and a clever hero can exploit this by engaging in a muscle-off. This contest could consist of judging body-odor poses, a test of punches to see who can deliver the darker bruise, or a battle of insults to see who can make the other cry first. \n'b'  Garden Sentinels . The huskers recognize that they are the toughest of their brethren and consider that a solemn responsibility. In a fight, they launch taunts and threats to keep the focus on themselves and off their counterparts. If a situation appears dire, they fight to the death to protect their kin.'