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```statblock
monster: Haze Husk
```
# Info
Those who die in the ruins find no respite. [[The Haze]] reanimates their remains to wander the streets as shells forever stuck in the terror of their final moments. Billowing eldritch energies emanate from their eyes, mouth, and wounds and [[delerium]] fragments are fused into their flesh.
- Use the game statistics of a zombie. Replace its Undead Fortitude trait with the following:
**Death Burst** If damage reduces the [[haze husk]] to 0 hit points, the [[delerium]] fragments in its body explode in a burst of contaminated energy, unless the damage is radiant or from a critical hit. Each creature within 5 feet of it must succeed on a DC 10 Constitution saving throw or take 7 (2d6) necrotic damage. Creatures who fail
this saving throw by 5 or more gain one level of [[contamination]].
# Mechanical Features
**Fully Contaminated** This creature is immune to [[contamination]], and has advantage on saving throws against contaminated spells.
**Haze Adaptation** This creature may benefit from a long rest finished within [[the Haze]]. It can see twice as far through [[the Haze]] mists and [[The Haze|Deep Haze]] fog.
**Haze Dependence** This creature gains one level of [[Exhaustion]] for every twenty four hours it spends outside [[the Haze]]. These [[Exhaustion]] levels cannot be removed while the creature is outside [[the Haze]].
**Delerium Healing** As an action, a monster can touch a [[delerium]] shard to regain 10 (3d6) hit points. Once a monster has used a [[delerium]] shard in this way, the shard can’t be used in this manner again for twenty four hours.
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