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Were-House

Adversary overview

A monstrous fulfillment center animated by a cursed AI and stitched together with human remains and warehouse parts.

A massive warehouse, comes alive during a full moon; a Were-House. What happens when you’re trapped inside? How do you get out?

Stat block

Tier
2
Type
Solo
Difficulty
12
HP
10
Stress
5
Attack mod
+2
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
12
Major Damage — Mark 2 HP Major
Mark 2 HP
24
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Crush
Range: Close
Damage: 6d6+6
Attack Mod: +2
Damage Type: Physical

Features

Passives

Actions

  • Crushing Walls
    fear 2

    Spend 2 Fear to slam walls and shelves within the warehouse against all targets inside. Make an Attack roll against all targets contained inside. Targets the Were-House succeeds against take 3d6+3 physical damage.

  • Deep Inhale
    fear 1

    Spend 1 Fear to draw a massive, suffocating breath shutting down the vents throughout the warehouse. Make an attack roll against all targets within the structure. Targets the Were-House succeeds against have their movement speed reduced to 0 until they spend an Action cough and clear their lungs (DC12 Instinct). On a success their movement returns to normal; on a failure their movement remains 0 and take 1d6 damage.

Reactions

Motives & tactics

Consume Crush Absorb Intruders

Experiences

  • Living Structure +2

Were-House

Tier 2 solo

A monstrous fulfillment center animated by a cursed AI and stitched together with human remains and warehouse parts.

Motives & Tactics: Consume, Crush, Absorb Intruders

Difficulty: 12 | Thresholds: 12/24 | HP: 10 | Stress: 5

ATK: +2 | Crush: Close | 6d6+6 Physical

Experience: Living Structure +2

HP:

STRESS:

Features

Crushing Walls - Action: Spend 2 Fear to slam walls and shelves within the warehouse against all targets inside. Make an Attack roll against all targets contained inside. Targets the Were-House succeeds against take 3d6+3 physical damage.
Deep Inhale - Action: Spend 1 Fear to draw a massive, suffocating breath shutting down the vents throughout the warehouse. Make an attack roll against all targets within the structure. Targets the Were-House succeeds against have their movement speed reduced to 0 until they spend an Action cough and clear their lungs (DC12 Instinct). On a success their movement returns to normal; on a failure their movement remains 0 and take 1d6 damage.

Discussion

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