A monster in the form of a house. No one knows how it was built.
Hell House (CR 12)
XP 19,200
N Huge construct (Boss, Machina)
Init +7; Senses darkvision 60 ft., low-light vision, superior optics; Perception +22
DEFENSE
AC 24, touch 12, flat-footed 20 (+3 Dex, +12 natural, -2 size, +1 dodge)
hp 256 [400] (16d10+40)
Fort +17, Ref +18, Will +18
Absorb Barrier Shift; Defensive Abilities hardness 10, resilient; Immune construct traits, gravity, silence, slow, stop
Weakness Barrier Shift
OFFENSE
Speed 30 ft., Fly 60 ft. (poor)
Melee Slam +24 (2d6+15) [Stage I, II, and III] or 3 Claws +24 (1d8+10), Pick +24 (2d8+10 piercing/x4) [Stage II and III]
Space 15 ft.; Reach 15 ft.
Special Attacks Chair Salvo, Heavensward, House Barrage, House Call, House Charge, House Rush, House Suck-In (5d6 water or wind damage, AC 22, 20 hp), Jetstream, Rocket Charge
Special Abilities Barrier Shift, Hospitality, Transform
STATISTICS
Str 30, Dex 16, Con –, Int 14, Wis 16, Cha 4
Base Atk +16; CMB +28; CMD 42 (46 vs. trip)
Feats Awesome Blow, Cleave, Dodge, Fly-By Attack, Great Fortitude, Hover, Improved Initiative, Power Attack
Skills Climb +29, Fly +14, Perception +22, Sense Motive +22
Languages Common (cannot speak)
SPECIAL ABILITIES
God House Mode (Ex)
Once at 50% health (200 hp) and once every 1d4+1 rounds after it’s done being used, This Burst Mode makes Hell House a protective shell. For 3 rounds, the hell house takes only 1d4 + half str mod from any physical source of damage taken. This limit break requires only a swift action to activate and any ability with an arrow with it transforms with this activation. This also being Phase III and Hell House is STRONG against Physical attacks (½ damage) whenever God House Mode isn’t activated.
Chair Salvo (Ex) [Fire or Shadow Barrier] —> Chair Salvo Deluxe (Ex)
Once every 1d4 rounds as a standard action [Phase I and III], a hell house will shoot out 1d6+1 random chairs at it’s opponent. Each chair requires a ranged attack (+17) to hit and deals 1d6 bludgeoning damage plus 1d4 fire or shadow damage each chair.. The chairs may be fired at the same or different targets, but all the chairs must be aimed at targets within 30 feet of each other and fired simultaneously.
Once every 1d4 rounds as a standard action [Phase I and III], a hell house will shoot out 1d8+1 random chairs at it’s opponent. Each chair requires a ranged attack (+17) to hit and deals 1d6 bludgeoning damage plus 1d6 fire or shadow damage each chair.. The chairs may be fired at the same or different targets, but all the chairs must be aimed at targets within 30 feet of each other and fired simultaneously.
Heavensward (Ex)
Once every 1d4 rounds as a full-round action [Phase III], a hell house flies into the sky (30 feet up) and bombards the surrounding area for the next two rounds. Anyone within the 60 ft.-radius must make a Reflex save (DC 21) or take 4d8 points of bludgeoning damage and 4d8 points of fire damage. This is considered a Dexterity-base save.
House Barrage (Ex) [Ice or Earth Barrier] —> House Beam Barrage (Ex)
Once every 1d4 rounds as a standard action [Phase I and III], a hell house fires a barrage of 8 beams at it’s foes. Each ray requires a ranged touch attack to hit and deals 1d8 points of ice or earth damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.
Once every 1d4 rounds as a standard action [Phase I and III], a hell house fires a barrage of 12 beams at it’s foes. Each ray requires a ranged touch attack to hit and deals 1d8 points of ice or earth damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.
House Call (Ex)
Once every 1d4+1 rounds as a swift action, a hell house can fly up without a fly check and zoom over to a location within 30 ft. and anyone within the area (15 foot-radius) must make a Reflex save (DC 21) or takes 3d6+15 bludgeoning damage. This is considered a Dexterity-base save.
House Charge (Ex) [Lightning or Holy Barrier] —> House Zip Charge (Ex)
Once every 1d4 rounds as a charge action [Phase I and III], a hell house can charge at an opponent, doing it’s slam attack damage and the target must make a Fortitude save (DC 21) or be stunned (lightning) or blinded (holy) for 1d4 rounds.
Once every 1d4 rounds as a charge action [Phase III], a hell house can charge at an opponent, doing it’s slam attack damage and the target must make a Fortitude save (DC 21) or be stunned (lightning) or blinded (holy) for 1d4+1 rounds and returns back to where it was. This is considered a Dexterity-base save.
House Rush (Ex)
Once every 1d4 rounds as a full-round action [Phase II and III], a hell house charges at it’s opponent flinging it’s claws wildly within 30 ft. Hell House attacks eight times with it’s claw attack with a -7 penalty once within range of them.
House Suck-In (Ex) [Wind or Water Barrier]
Once every 1d4 rounds as a standard action [Phase I and III], the hell house will suck in all nearby opponents within 45-ft.-cone but only sucks in the closest opponent. The hell house begins its turn with an opponent grappled in its mouth, it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes slam damage. Unless otherwise noted, the opponent must be at least medium size to swallow. Being swallowed causes a creature to take damage 4d6 wind or water damage each round. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon, or it can just try to escape the grapple. After 1d4+1 rounds the hell house spits out it’s victim.
Once every 1d4 rounds as a standard action [Phase III], the hell house will suck in all nearby opponents within 60-ft.-cone but only sucks in the closest opponent. The hell house begins its turn with an opponent grappled in its mouth, it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes slam damage. Unless otherwise noted, the opponent must be at least medium size to swallow. Being swallowed causes a creature to take damage 6d6 wind or water damage each round. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon, or it can just try to escape the grapple. After 1d4+1 rounds the hell house spits out it’s victim.
Hospitality (Ex) —-> Renewed Hospitality (Ex)
Once every 1d6+2 rounds as a full-round action, a hell house can repair itself healing 5d6+16 points of damage and gains fast healing 5 for 1d6+1 rounds.
Once every 1d6+2 rounds as a full-round action, a hell house can repair itself healing 7d6+24 points of damage and gains fast healing 10 for 1d6+1 rounds.
Jetstream (Ex)
Once every 1d4 rounds as a standard action [Phase II and III], a hell house whirls around with it’s rockets lit burning all opponents within a 30-ft.-radius. Anyone within the area must make a Reflex save (DC 21), or take 6d8 points of fire damage and receive the burning status effect for 1d4+1 rounds. This is considered a Dexterity-base save.
Resilient (Ex)
A Hell House receive a +5 racial bonus on all saving throws.
Rocket Charge (Ex) —-> Double Rocket Charge (Ex)
Once every 1d4 rounds as a charge action [Phase II and III], a hell house charges it’s rockets and can go twice it’s normal charge distance which also double it’s slam damage.
Once every 1d4 rounds as a charge action [Phase III], a hell house charges it’s rockets and can go twice it’s normal charge distance which also double it’s slam damage. It can also making another charge attempt after the first.
Barrier Shift (Ex)
Once every 1d2+1 rounds as a free action, a Hell House can change it’s effects below by rolling 1d8:
Table: Barrier Shift
Dice | Absorb | Weakness | Strong | Color Glow |
---|---|---|---|---|
1 | Fire | Water | Ice | Red |
2 | Ice | Fire | Wind | Teal |
3 | Lightning | Earth | Water | Yellow |
4 | Wind | Ice | Earth | Green |
5 | Earth | Wind | Lightning | Brown |
6 | Water | Lightning | Fire | Blue |
7 | Holy | Shadow | - | White |
8 | Shadow | Holy | - | Black |
During Phase II, shift barrier is removed and all weaknesses and absorbs are gone during it.
During Phase III, shift barrier returns and also adds 1d4 elemental damage with claw attacks.
Transform (Ex)
Once at 75% health (300 hp) as a free action, the hell house transforms releasing it’s claws, rockets and head from it’s house interior. This begins Phase II.