Attack/Damage: By weapon, or strike (1d6)
Special: Immune to Sleep and Charm spells. Takes no Bruise damage, only Lethal. Has special powers depending on what the Husk has been possessed by. See charts below.
Demon possessed Husk Powers
Breath Hell Fire: Breath hell fire 1d6 times a day for 1d12 damage. 70% chance of setting combustibles ablaze. Must roll ranged to hit.
Spells: Can cast spells. Roll 1d6. The result is the magician caster level of the beast.
Grow Claws: Can grow at will large claws that do 1d8 damage.
Leathery Wings: Has large leathery wings. Can fly as per spell.
Mesmerize: Can charm people in sight range as per spell.
Spit Acid: Can spit acid for 1d8 initial damage. Roll 1d4, to determine how many rounds the acid burns for after that doing 1d4 damage. Can be neutralized with water.
Armor: This is a natural armor. Thick rhino like skin, leathery plates, or what have you. AC +4, DR 4
Spirit possessed Husk Powers
Intangibility: The husk can become intangible. In this form they may pass through solid objects. If they pass through a person in this form the person must make a ST or be shaken for 1d4 rounds. A shaken character is at -4 to all tasks. Can only be hurt in the intangible form by magic, or cold forged iron.
Drain: The Husks touch drains one point of Strength with a successful hit, and if a victim is brought to a Strength attribute of 0 they die.
Fear: Can be used once per encounter. All participants must make an ST or flee in terror for 1d4 rounds.
Charm: Can charm people in sight range as per spell.
A possessed husk is as a normal one. But a demon or spirit has taken possession on the husks body and is running the show. They have strange and eerie powers.