Huge Construct (Shapechanger), Neutral
Armor Class 18 Natural Armor
Hit Points 216 (16d12)
Speed 10 ft., The Werehouse leaves a trail of Difficult Terrain behind it as it moves
STR
20 (+5)
DEX
14 (+2)
CON
24 (+7)
INT
8 (-1)
WIS
10 (+0)
CHA
1 (-5)
Saving Throws CON +12
Damage Vulnerabilities Fire
Senses Tremorsense Within bound property, Passive Perception 10
Languages understands the languages of its creator but can't speak.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Unsuspecting Appearance. The Werehouse appears as a normal house until it is disturbed. It has advantage on Dexterity (Stealth) check made in urban environment. 

Magic Resistance. The Werehouse has advantage on saving throws against spells and other magical effects.

 

Actions

Multiattack. The Werehouse uses House Of Horrors. It also makes two slam attacks.

House Of Horrors. +10 to hit. Reach 20 ft. The Werehouse grabs one creature and hurls it inside of the Werehouse, where the creature becomes lost in a maze as the Werehouse shifts its halls and rooms to confuse the creature. The creature becomes lost in the halls for 1d12 - wisdom modifier rounds. Upon escaping the House Of Horrors the creature is left Frightened of the Werehouse until it is destroyed.

Slam Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 35 (4d12 + 5) Bludgeoning damage. 

 

Description

A powerful wizard casts a ritual inside of his home, sacrificing a human in the process. He binds the spirit of the human into the very house its self, bringing the house to life. the Werehouse is then bound to protect the contents of the house as well as the property until the house is destroyed. The Werehouse appears as it did before the ritual was cast until an intruder is detected. The Werehouse then sprouts arms made of the floorboards, and appears to have rough facial features. It has no legs but can uproot itself with its arms and drag itself around the property. The house is bound to the property and cannot leave.

Habitat: Urban

Eerendel

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