Sylvin Werewolf

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Souce:Harker's Guide to Vampire Hunting

Lycanthropy is traditionally associated with the moon. Ancerra has five moons, each with its own form of Lycanthropy. In order from the closest to the farthest moon, the moons are: Primor, Sylvin, Scarlan, Garvor, and Diminus.

By traveling through other planes, such as the Everwilds, folk have populated the three habitable moons: Primor, Sylvin, and Diminus.

Primor is primarily a desert, while Sylvin consists mostly

of forests with some surface water and ice caps. Diminus’s surface is entirely frozen, but hot spots bubbling up from the moon’s mantle offer pockets of habitable caves. Scarlan has a sulfurous atmosphere, and Garvor - the largest of the five - has no atmosphere, making both uninhabited.

When a creature suffers from Lycanthropy, its lycanthropic characteristics are influenced by the moon that is linked to that strain. Werewolves linked to Garvor are larger than others, while werewolves linked to Diminus have ice-based powers.

Sylvin Werewolf

Werewolves bound to Sylvin often develop a capability to cast primal magic. This magic is usually intrinsic and is not particularly flashy; along with Garvor werewolves, Sylvin werewolves are the most stereotypical lycanthropes out of the five, and many legends recount an unfortunate adventuring party’s encounters with packs of Sylvin werewolves.

Sylvin Werewolf
Monster Level: 8
Medium. Humanoid Monstrosity Shapechanger (Primal)
STR DEX END AWR INT CHA
4 3 3 4 -1 -1
Ref: 13 Fort: 13 Ant: 14 Log: 9 Will: 9
Armor Rating 13 Resist Physical 5
Hit Points 60 Vulnerable Silvered Weapons 1
Speed 50 ft Senses Darkvision 30 ft
Skills (DEX) Sneaking +8; (AWR) Foraging +6, Tracking +8 Traits Iron Will
Features
Shapeshifter. The Sylvin Werewolf’s original form is a humanoid with scraggly, hairy features and pronounced canine teeth. While in its true form, the Werewolf has autonomy. Every night, the Werewolf has a chance of transforming into its bestial nature, losing its sentience and embracing a bloodthirsty rampage. The chance of the transformation ranges from 0% when Sylvin is a new moon to 100% when it is a full moon.

Bestial Form. When the Sylvin Werewolf is in its bestial form, it possesses DR 4/Radiant and can use its Bite attack.

Primal Hunter. Using AWR, the Slyvin Werewolf can cast the following primal spells innately:

Actions
On each of the Sylvin Werewolf’s turns, it may take one of the following sets of actions.
  • Take two Tier 1 actions.
  • Take one Tier 1 action and one Tier 2 action.
Tier 1 Actions
Move. The Sylvin Werewolf can move up to its speed.

Claws. Reach 5 ft Natural Weapon. +4 vs AR. Hit: 8 (1d8+4) sharp.

Bite. (bestial form only) Reach 5 ft Natural Weapon. +4 vs AR. Hit: 7 (1d6+4) sharp, and make a secondary attack: +4 vs FORT. Hit: The creature is afflicted with Sylvin Lycanthropy.

Tier 2 Actions
Primal Hunter. The Sylvin Werewolf casts one of its Primal Hunter spells.
Reactions
Bristle (1/Round). When a creature moves within 5 ft of the Sylvin Werewolf, it can make a Claws attack reactively.