Medium unknown (Shapechanger), Typically Neutral Evil
Armor Class 16
Hit Points 53 (1d8 + 53)
Speed 30 ft.
STR
13 (+1)
DEX
8 (-1)
CON
10 (+0)
INT
9 (-1)
WIS
7 (-2)
CHA
10 (+0)
Saving Throws STR +3
Skills Stealth +12
Damage Vulnerabilities Fire, Force
Damage Immunities Cold, Psychic
Condition Immunities Blinded, Paralyzed, Restrained
Senses Darkvision Darkvision is 120ft, Passive Perception 1
Languages Infernal Common
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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

Actions

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.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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.

Monster Tags: humanoidHuman

Habitat: SwampUrban

Yuki_the_mixed

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