Singehusk (5e Creature)

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Medium undead, neutral evil

Armor Class 12
Hit Points 31 (7d8)
Speed 30 ft.

15 (+2) 16 (+3) 11 (+0) 10 (+0) 10 (+0) 7 (-2)

Damage Resistances Necrotic
Damage Immunities Fire, poison
Condition Immunities charmed, exhaustion, poisoned
Senses passive Perception 10
Challenge 2 (450 XP)

Heated Body. The singehusk's melee attacks deal 1d6 extra fire damage (included in the attacks). Any creature that begins its turn grappling the singehusk takes 3 (1d6) fire damage.

Stench. Any creature that starts its turn within 5 feet of the singehusk must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the singehusk's Stench for 24 hours.


Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage + 3 (1d6) fire damage.

Flame Breath (Recharge 6). The singehusk spews flames in a 15-ft. cone. Every creature in that area must make a DC 14 Dexterity saving throw, taking 14 (3d8) fire damage + 8 (2d8) poison damage on a failed save, or half as much on a successful one.

Forged from a combination of necromancy and elemental magic, a singehusk can only be created from the corpse of a humanoid that died in flames. Its skin is partially burned away, leaving grizzly black gaps all over its body, which still sizzle with heat. Its lifeless eyes glow like orbs of flame. A singehusk constantly releases a foul odor of burning flesh, and it can spew flames laced with this toxic smoke.

Undead Nature. A singehusk doesn't require food, drink, air, or sleep.

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