Garvor Alpha Werewolf

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Source: 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.

Garvor Werewolf

Werewolves mystically linked with Garvor reflect the moon’s great size, looming larger than others of their ilk linked to other moons.

Garvor Alpha Werewolf
Monster Level: 16
Large. Humanoid Monstrosity Shapechanger
STR DEX END AWR INT CHA
5 3 5 4 -1 4
Ref: 13 Fort: 15 Ant: 14 Log: 9 Will: 14
Armor Rating 15 Resist Physical 6
Hit Points 115 Vulnerable Silvered Weapons 2
Speed 40 ft Senses Darkvision 30 ft
Skills (DEX) Sneaking +4; (AWR) Foraging +2, Tracking +4; (CHA) Leadership +8 Traits Iron Will, Steel Mind
Features
Shapeshifter. The Garvor Alpha 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 Garvor is a new moon to 100% when it is a full moon.

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

Siege Monster. While in its bestial form, the Garvor Alpha Werewolf ignores the DT of inanimate objects.

Blood Rage. When the Garvor Alpha Werewolf is Bloodied, it gains +1 TA and deals +2 damage on all of its attacks.

Superior Pack Tactics. The Garvor Alpha Werewolf and any number of its allies may gain the Flanking condition when they are both adjacent to the same target, even if they typically would not be Flanking. The Werewolf and its allies benefitting from this ability count each instance of Flanking separately, gaining +1 TA for each.

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

Claws. Reach 5 ft Natural Weapon. +5 vs AR. Hit: 9 (1d8+5) sharp, and a secondary attack: +5 vs FORT. Hit: The creature falls Prone if it is Huge or smaller.

Bite. (bestial form only) Reach 5 ft Natural Weapon. +5 vs AR. Hit: 8 (1d6+5) sharp, and make a secondary attack: +5 vs FORT. Hit: The creature is afflicted with Garvor Lycanthropy.

Tier 2 Actions
Pack Leader (1/Recoup). The Garvor Alpha Werewolf summons 1d2 Garvor Werewolves or 2d6 Dire Wolves. They appear in unoccupied spaces within 60 ft of the Garvor Alpha Werewolf, emerging from the nearest area of natural foliage.
Reactions
Bristle (1/Round). When a creature moves within 5 ft of the Garvor Alpha Werewolf, it can make a Claws attack reactively.

Bark (1/Round). One of the Garvor Alpha Werewolf’s allies within 60 ft of it that can hear this werewolf may make a Bite attack if it has such an attack.