The Husk's Spellcasting ability is Intelligence. +4 to hit, DC 13
Incorporeal Movement. The Husk can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Shadowbound. The Husk can hide in dim light or darkness without requiring cover.
Draining Bite ] Melee Weapon Attack: +5 to hit, reach 5 ft., One target, Hit: 6 (1d6+3) piercing damage. The target must make a Constitution saving throw- on a failed save, they take an additional 6 (1d6+3) necrotic damage, and the Husk regains HP equal to the amount drained from the target. On a successful save, they take no additional damage. Spellsteal Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., One target, Hit: 11 (2d8+3) piercing damage. If the target is a spellcaster, they must make a Constitution saving throw (DC 13) On a success, the target cannot be targeted with this effect again for 60 seconds. On a failure, the Husk steals the target's ability to use one spell that they have prepared of 3rd level or lower, and can cast that spell once as a reaction for the next hour. The target regains the ability to use that spell after a short or long rest. A Husk can steal only one spell at a time. If this ability is used before the hour is up, the previous stolen spell is replaced. Neither target regains the ability to use the spell until they take a rest.