Huge Humanoid (Human, Shapechanger), Chaotic Neutral
Armor Class 13 in humanoid form, 12 in house or hybrid form, 16
Hit Points 88 (11d8 + 18)
Speed 30 ft.
STR
14 (+2)
DEX
13 (+1)
CON
17 (+3)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills Perception +4, Stealth +3
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Passive Perception 14
Languages Common (can't speak in wolf form)
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Shapechanger. The werehouse can use its action to polymorph into a wooden humanoid hybrid or into a house, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

False Appearance. (House Form Only)  While the werehouse remains motionless, it is indistinguishable from a normal house.

Actions

Multiattack. (Humanoid or Hybrid Form Only). The werewolf makes two attacks: two with its spear (humanoid form) or one with its smash and one with its spear (hybrid form).

Smash (House or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werehouse lycanthropy.

Claws. (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.

Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Monster Tags: Shapechanger

Habitat: ForestHill

EzraAmbrose

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