Wachter House Building / Landmark in Anchored Worlds | World Anvil
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Wachter House

Wachterhaus is identical to the the book except in the following areas:  

N4N. Stella's Room

It sure is different. See Stella Wachter for more info on how she acts differently.  

N4Q. Storage Room

This is identical to the book with one exception: the manuscript is replaced with a copy of a holy book written in Celestial. A successful DC18 History and Religion check from a non-Barovian reveals that this is dedicated to Reve , a long-dead god.  

N4S. Cellar

The phrase to keep the skeletons at bay, and the skeletons' stat block is different. The phrase is "Let the sun soothe the weary to rest." The statblock is below.  

N4T. Cult Headquarters

Flicking candles in iron holders fill this room with light and shadows. This room has a ten-foot-hgh ceiling and a large silver sun sigil is inscribed on the stone floor. At each point of its sixteen rays sits a wooden chair. In its center is a raised dais.
  When the players enter, there are 4d4 cultists sitting in the chairs, waiting for Lady Fiona to lead their congregation. The cultists are masked, and grow violent if the party attempts to glean their identities, or disrupt the room in any way. If the cultists are attacked here, they have no armor (AC will be 10), and they will use daggers instead of scimitars (+3 to hit, 1d4 +1 piercing).
Alternative Names
Wachterhaus
Type
Mansion / Villa
Parent Location

Divine Skeletons CR: 1/2

Medium undead, any
Armor Class: 12
Hit Points: 13 (2d8 +4) 2d8+4
Speed: 30 ft

STR

10 +0

DEX

14 +2

CON

15 +2

INT

6 -2

WIS

8 -1

CHA

5 -3

Damage Vulnerabilities: Bludgeoning
Damage Resistances: Radiant
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 ft., Passive Perception 9
Languages: Understands all languages it knew in life but can't speak
Challenge Rating: 1/2

Enflame. The skeleton can use an action to invoke its divine purpose. Its bones blacken and split open, and divine flame begins to pour from the cracks. For the next 1d4 rounds (not including the round it activates this ability), the skeleton's speed is doubled. It takes 1 point of damage at the start of its turn, but all attacks do an additional 1d4 radiant damage. Any undead (besides other divine undead) that begin their turn within 5 feet of the skeleton take 1d4 radiant damage.

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) 1d6+2 piercing damage.

These skeletons are revived by divine magics.