Special Trait Name. Enter the description for your special trait.
Spellcasting. The Werehouse is a 2nd-level spellcaster. Its spellcasting ability is Charisma. The Werehouse has the following spells prepared:
Cantrips (at will): Message, Minor Illusion, True Strike
1st level (3 slots): Identify, Charm Person, Alarm
2nd level (2 slots): Barkskin, Enhance Ability
Action Name. Swift daggers
Action Melee Attack. Dagger Attack: +2 to hit, reach 10 ft., 2 targets. Hit: 4 (1d4+ 2) Pierce damage.
Action Ranged Attack. Arrow Attack: +3 to hit, range 30 ft., 5 targets. Hit: 8(1d10 + #) Piercing damage.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A Werehouse is a monster that is a shape-changing humanoid figure. It generates from the Werewolf but instead, the humanoid turns into a house that can shoot arrows from the wall, daggers from walls and ceilings, the center of the house is where it is the weakest. When you go into a Werehouse you can start to feel the magical presents and so the party must go through the house and the house can change forms and areas to keep the party in the house. the house wants to keep the party in the house so it can soon Devore the party as they stay in the house. The way to defeat the house is by breaking the walls, destroying the doors and dividers, or try to get to the attic or basement of the house those are the Werehouses weakest points and you can fight them here but be aware the house can charm the party to make them think they are were they want to be.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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