• Constructed Resilience. You have remarkable fortitude compared to biological lifeforms, represented by the following benefits: You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don't need to sleep, and magic can't put you to sleep. • Cost Of Steel. You may be a machine, but it has its costs. Over time you will rust and corrode, depending on your contact with liquids. If you have recently come into contact with any form of liquid, roll 1d4 to determine rusting period. Your speed will be hindered each day until the rusting is removed (-5 to speed for each day, and you receive disadvantage on DEX saving throws when fully rusted). If you have been rusted, you can reverse the effects temporarily by using any form of oil. After removing rust with oil, you have a week until you fully rust again, with the movement penalties only coming into effect in the last few days, determined with 1d4 once again. You may also replace rusted parts with new ones, and they will not rust until they have been in contact with liquid. You will not rust as long as you do not have ANY contact with liquids. • Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. • Specialized Design. You gain one skill proficiency and one tool proficiency of your choice. • Age. A Husk's age is always a mystery, unless documented.
Languages. You can speak, read, and write Common and one other language of your choice.