Werehouse (5e Creature)

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Werehouse[edit]

Medium humanoid (human, shapechanger), lawful neutral


Armor Class 10 in humanoid form, 16 (natural armor) in house or hybrid form
Hit Points 144 (17d8 + 68)
Speed 30 ft. (0 ft. in house form)


STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 18 (+4) 12 (+1) 14 (+2) 15 (+2)

Saving Throws Str +6, Con +6
Skills Intimidation +4, Perception +4
Proficiency Bonus +2
Damage Resistances cold, fire
Damage Immunities lightning, poison, thunder; bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered
Condition Immunities blinded, charmed, deafened, frightened, poisoned, prone, stunned
Senses passive Perception 14
Languages Common (can't speak in house form)
Challenge 4 (1,100 XP)


Shapechanger. The werehouse can use its action to polymorph into a Large house-humanoid hybrid or into a Large house, or back into its true form, which is humanoid. Its statistics, other than its size and 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

Claw (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage and the target is grappled (escape DC 14). The werehouse has two claws, each of which can grapple one target.

Maul (Humanoid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Daunting Cry (House or Hybrid Form Only). The werehouse emits a shrill shriek audible from 500 feet away. Each creature within 80 feet of the werehouse that can hear the shriek must make a DC 13 Wisdom saving throw. On a failed save, a creature takes 7 (2d6) psychic damage and is frightened until the end of its next turn. On a successful save, a creature takes half as much damage and isn't frightened.

Storage (House or Hybrid Form Only). The werehouse attempts to engulf a creature grappled by it, which must succeed on a DC 14 Dexterity saving throw to avoid this effect. While the creature is engulfed it cannot be heard from outside, can't deal damage to the werehouse or anything outside the werehouse, and takes 3 (1d6) psychic damage at the start of each of its turns. To open the door and leave the werehouse the creature must succeed on a DC 16 Strength check.


Werehouses are humanoids that can turn into houses. While transformed a werehouse assumes a form made of bricks and things of the sort with two greyish giant arms and legs. A werehouse in house form can't move but can freely open or close doors, windows, shutters and the like. A werehouse can be based on any kind of house, a castle, cottage, warehouse, cabin or just a normal house.
The company of a werehouse is sought after by many adventurers who don't wish to leave the comforts of city living behind during their travels, though the werehouses themselves are also homebodies and won't leave a place they've settled down in easily. It is said that those who live many years inside a werehouse become werehouses themselves. A group of werehouses is called a village, as they resemble one when they're all in house form.

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