Welcome, intrepid Dungeon Masters, to the next thrilling addition to our bespoke bestiary: The Rage Husk. This terrifying creature is no standard zombie; it’s a psychic construct, the haunting aftermath of a Mind Reaver’s psychic assault. Incorporating elements of D&D 4e’s Minion mechanics, Rage Husks serve as a swarm of formidable adversaries that, while dispatched with a single blow, offer a uniquely relentless and ruthless challenge. Join us as we delve into the grim lore of these dreadful entities and explore how they can elevate your campaign, introducing fresh layers of tension, suspense, and strategic complexity. Embrace the dread, harness the horror, and let your adventurers feel the chill of the Mind Reaver’s shadow with the introduction of the Rage Husk.
Rage Husks
In the labyrinthine depths of chaotic realms, there dwell malevolent entities known as a Mind Reaver. These beings, aberrations formed from failed attempts to create Mind Flayers, weave their own brand of dark, psychic terror. It’s in their destructive wake that the unfortunate victims are morphed into the monstrosities known as Rage Husks.
Robbed of their sanity and consciousness by the Mind Reavers, the victims are left with nothing but an echo of the pain and fury experienced in their final cognizant moments. This torment is reshaped into a fearsome determination to destroy, creating a formidable, mindless husk fueled by pure rage.
Rage Husks are often found scattered across the aftermath of a Mind Reaver attack, a chilling reminder of their terrifying power. Furthermore, within the treacherous lairs of these vile creatures, the Mind Reavers maintain a fragile control over the Rage Husks, utilizing them as part of their defensive strategies. As your group delves deeper into these chaotic territories, brace yourself for encounters with these tortured beings, their relentless pursuit a testament to the horrors of the Mind Reaver’s touch.
Rage Husk
Medium abomination, chaotic evil; (Minion)
- Armor Class 11
- Hit Points 19 (3d8 + 6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 12 (+1) 3 (-4) 6 (-2) 5 (-3)
- Saving Throws DEX +4
- Damage Vulnerabilities Psychic
- Condition Immunities Charmed, Frightened
- Senses Passive perception 8
- Languages –
- Challenge 1/2 (100 XP)
Abilities
Mindless Aggression. As a bonus action, the rage husk can move up to its speed toward a hostile creature that it can see.
Tackler. The rage husk has advantage on any shove or grapple action if it has moved 10 feet or more in a straight line toward the target that turn.
Actions
Multiattack. The rage husk makes two slam attacks.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Reactions
Overwhelm. The rage husk may make a single slam attack against a creature as soon as it successfully grapples them or knocks them prone.
Mastering Minions: A Page from D&D’s 4e Playbook
Calling all Dungeon Masters seeking to elevate their combat encounters! Let’s revisit a technique from D&D’s 4th edition that’s making a modern comeback, including in MCDM’s ‘Flee Mortals’ book: the mighty Minion rule. This simple rule is your key to creating scenes of epic, heroic battles: minions, despite behaving like standard monsters, fall with just one successful hit. But don’t discard the minion’s hit points just yet. These still matter for spells like Sleep, which operate based on HP.
Whether it’s a horde of minions, or adding spice to a boss battle, the Minion rule can turn a routine encounter into a memorable tale of heroic warfare. Harness this tool, and let’s take your game to the next level!
Using Rage Husks
Imagine unleashing a torrent of Rage Husks against your unsuspecting party, creating a frantic and intense combat scenario where waves of these formidable yet easily dispatchable enemies push the heroes to their limits. Even the mightiest of warriors can be overwhelmed by sheer numbers, testing not just their strength, but their endurance and tactical acumen as well. Rage Husks also serve as formidable minions when under the control of a powerful adversary like a Mind Reaver, adding a dangerous layer to an already challenging boss fight. But don’t limit yourself to what’s written here - let your imagination run wild! These psychic zombies could be the consequence of a cursed item, a magical effect gone wrong, or a myriad of other creative plot devices. So go ahead, unleash the Rage Husks and let the heroic chaos unfold!
Adventure Seeds
Here are some adventure seeds you can use to incorporate Rage Husks into your adventure.
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The Cursed Heirloom: An antique necklace recently acquired by a noble family is actually a cursed item that transforms its wearers into Rage Husks. Can the party find a way to reverse the curse before the entire family is affected?
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The Madness Below: A mining town reports strange occurrences in the depths of their mines – miners turning into Rage Husks. The party must delve into the depths and discover the cause before it’s too late.
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The Blood Moon Ritual: During every Blood Moon, a deranged wizard’s failed experiments result in the creation of Rage Husks. Can the party stop the wizard before the next moon rise?
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The Crumbling Stronghold: In an ancient fortress, the party finds a horde of Rage Husks, mindlessly guarding something. What secrets are they protecting and can the party uncover them?
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The Towering Silence: An entire city suddenly falls quiet, and an army of Rage Husks are the only residents. The party must uncover what turned the citizens and if there’s a way to restore them.
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The Lost Expedition: An archaeological expedition in ancient ruins has disappeared. Their last message spoke of strange, rage-filled creatures. Can the party rescue the lost archaeologists and confront the Rage Husks?
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The Wailing Forest: A haunted forest has started birthing Rage Husks from its mists. The party must find the source of this curse and put an end to it.
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The Puppeteer’s Game: A Mind Reaver is using Rage Husks as pawns in its deadly game. Can the party navigate the treacherous lair, defeat the Rage Husks, and stop the Mind Reaver?
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The Abandoned Monastery: Monks of a secluded monastery have become Rage Husks after dabbling with forbidden magic. Can the party cleanse the monastery and break the cycle of transformation?
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The Plagued Harbor: A cursed artifact brought into a bustling port city is slowly transforming its inhabitants into Rage Husks. The party must identify the artifact and break its curse to save the city.
Now get out there and run some great games!