Monster I’d Like to Fight: Cinderhusk

Monster I'd Like to Fight: Cinderhusk

Within the protective embrace of forests, a delicate balance between creatures and nature’s bounty thrives. Among these denizens, certain beings, like elves and druids, hold the profound reverence of the natural world close to their hearts. Yet, the harmony can be disrupted when heedlessness or exploitation tips the scales. In response, the forest may awaken its silent enforcer, the cinderhusk – a diminutive plant entity tasked with hunting down those who threaten its sanctity.

When a forest endures prolonged and unnatural strain, its trees respond by nurturing thorny pods along their uppermost branches. Adorned with a single blossom boasting fiery orange and red petals, each pod brims with potential energy. Fueled by intense heat, such as that born from a raging forest fire, these pods metamorphose from somber black to a vibrant crimson hue, birthing forth the vigilant cinderhusks. These creatures are infused with the collective essence of their forest abode and bear an enigmatic communion with flora. Through this mystical connection, they discern those responsible for transgressions against their woodland realm, delivering a reckoning in return.

Cinderhusk

Small Plant, Typically Neutral


Armor Class 12

Hit Points 22 (4d6 + 8)

Speed 30 ft.

STRDEXCONINTWISCHA
14 (+2)10 (+0)15 (+2)5 (-3)12 (+1)3 (-4)

Skills Perception +3, Stealth +2, Survival +3

Damage Resistances fire

Senses darkvision 60 ft., passive Perception 13

Languages

Challenge 1/2 (100 XP)

Proficiency Bonus +2


Death Throes. When the cinderhusk is reduced to 0 hit points, it explodes, and each creature within 5 feet of it must succeed on a DC 12 Dexterity saving throw or take 3 (1d6) fire damage.

Plant Camouflage. The cinderhusk has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.

Actions


Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. If the cinderhusk has 11 or fewer hit points, Claw deals an additional 3 (1d6) fire damage.

Bonus Actions


Extinguish Flames. The cinderhusk causes a nonmagical flame it can see within 60 feet of it that fits within a 5-foot cube to extinguish in a burst of heat. Each creature within 5 feet of the extinguished flame must succeed on a DC 12 Dexterity saving throw or take 3 (1d6) fire damage.

Downloads

Further Reading

Need more plants? Take a look at the pumpkindred and carnivorous grassling.

Imagery created with Midjourney.

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