Hello, everyone! This week, we’re going to look at one of the Lycan Spirits, a campfire ghost story that adventurers may find all too real – the remains of the first Lycans, these malevolent spirits stalk the deserts of Rust Moon in search of a living host, dragging their first hosts’ bones along with them.
Werecoyote Lycan Spirit
Moon-cursed Skeletal Spirits of the First Lycans
Lycan Spirits are the last vestiges of the Rust Moon Territory’s original occupants. When the Moon Spirit was slain, those who had received her gifts found themselves driven mad under the light of the moon, growing ever more feral until they became permanently warped under the full moon. While their mortal bodies perished in gruesome territorial disputes, the Lycan Spirits found themselves trapped in the bone that once housed them.
When the light of the full moon shines upon them, these vestiges roam the Rust Moon Territory once more, lashing out at any creatures unfortunate enough to stray into their territory. Some species of Lycans, such as Weregilas, remain solitary, while others, such as the Werecoyote, continue to hunt in packs, leaving the meat of any fresh kills for a pack of their bestial kin. Nobody knows whether these Lycan Spirits actively seek out a pack of their species to lead or whether the curse of the Moon Spirit draws these beasts to serve them, but where a traveler runs into a Lycan Spirit, they are sure to find the perils of the desert as well.
Werecoyote Lycan Spirit
Medium Undead, Chaotic Evil
AC 13 Initiative +3 (13)
HP 65 (10d8+20)
Speed 30 ft.
STR 14 +2 +2 // DEX 16 +3 +3 // CON 14 +2 +2
INT 8 -1 -1 // WIS 18 +4 +4 // CHA 10 +0 +0
Skills Perception +10, Stealth +8
Senses Passive Perception 20
Languages Understands Common but can’t speak
CR 5 (1,800 XP; PB +3)
TRAITS
Bound Skeleton. When the Lycan Spirit is Bloodied or takes damage from a weapon attack with a silvered weapon, the bones carrying the spirit are destroyed and the Spirit becomes untethered. The Lycan Spirit becomes Vulnerable to all damage types, and deals an additional 8(2d8) Radiant damage with each of its attacks.
ACTIONS
Multiattack. The Lycan Spirit makes one Claw and one Bite attack.
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 5 (1d4+3) Slashing damage and 4(1d8) Radiant damage.
Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d8+3) Piercing damage and 4(1d8) Radiant damage. If the Lycan Spirit is Bloodied and the target is Humanoid, it is subjected to the following effect. Wisdom Saving Throw: DC 15. Failure: The target is cursed with Lycanthropy.
Illusory Pack(Recharge 3). 3 illusory copies of the Lycan Spirit appear in unoccupied spaces within 15 feet of it. These illusory copies use the Lycan Spirit’s ability modifiers if they need to make a saving throw and share the Lycan Spirit’s Armor Class, and can be recognized as illusions with a DC 15 Wisdom(Perception) check. When the Lycan Spirit moves, the illusory copies move up to its speed as well. If the illusory copies would be reduced to 0 hit points by an attack, the attacker takes 5(1d10) Psychic damage, or 11(2d10) Psychic damage if the Lycan Spirit is Bloodied.
REACTIONS
Illusory Shuffle. When the Lycan Spirit is targeted by an attack, it can teleport, switching positions with one of its Illusory Pack and changing the target to the illusory copy.
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