This is probably one of the first full monsters I ever built in Pathfinder, and if not, it is the first original creature I statted out. I designed this guy for an adventure path I've been running and while I haven't had the chance to feature him properly, I've still tested him quite a bit. I will note that this character hits on some very classic creepy vibes, such as spiders and corpses, so if that's not your scene, thanks for at least stopping by. For those who dare, enter the lair and face - the fell husk!
Once again, the excellent art is provided by Daniel Larios. The idea for this creature came from the thought of trapped humanoids in webbing vaguely resembling mummies and the idea grew from there. Pathfinder's deathweb, one of my favorite type of undead they've made, also helped inspire this creature. Enervating web might seem a little strong, but the wight is a CR 3 creature that can deliver negative levels with its slaps, so I didn't feel it was overly broken. The fell husk actually ended up being something of a cross between the wight and some spider traits. I really enjoy the tactics for this thing - crawling along cave ceilings or dark trees unnoticed before suddenly webbing up the wizard in the back. It can help set up some great encounters.
Pathfinder 1e Version:
When it came to designing the 2e version, there wasn't a lot that I wanted to change. I think Tangling Web gives it a fun reaction to use while the idea for it was inspired by the mimic. In this version, enervating web is a little less dangerous, but only by a touch. It's still something PCs are going to want to get out of and I think that's part of the fun of this monster for me. Do the PCs attack this thing before it can attack or web up more people or do they free their companion who's a save away from falling to the webbing? Choices like that can make for tense and exciting combats, which I love.
Pathfinder 2e Version:
Blue's D&D 5e Version (https://homebrewery.naturalcrit.com/share/XSVlrnPq)
ENCOUNTERS
Step Into My Parlor: After a gang of ettercaps chase the heroes into an abandoned mansion, they find themselves able to catch their breath for a time. As they set up defenses and decide on their next course of action, a sense of unease may grow about them as they get the sense they are being watched. When one of the heroes wanders far enough on their own or they try to rest for the night, a pair of fell husks strike. They wrap their victim in webbing before trying to carry this poor, unfortunate soul to a heavy door. Heroes that press beyond this door, whether to save their friend or to search it after having freed him, discover the mansion’s basement – and the deathweb that dwells there, attended by ettercaps and fell husks.
Through the Trapdoor: The old hermit that lives in the woods near town has never been the friendliest sort, but still came into town regularly to conduct business. Following a prolonged absence, some civilians went to check on him and haven’t returned since. Growing worry prompts the townsfolk to hire the heroes to investigate. What they find is a trap-filled woods surrounding a ramshackle cabin where the missing civilians are trapped in webbing. While some may have already turned into fell husks, a couple might have managed to hold out and are able to warn the heroes just before the hermit, now a fell husk, drops upon them. He employs hit-and-run tactics, trying to lure the heroes into the numerous traps he’s set up while using his webs to ensnare those who keep their distance.
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Have a Monstrous Monday!
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