Lupinal

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Medium-Size Outsider (Good)
Hit Dice: 8d8+16 (52 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 45 ft.
Armor Class: 22 (+4 Dex, +8 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: 2 claws +13 melee, bite +11 melee
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Howl, trip
Special Qualities: Guardinal qualities, spell-like abilities, SR 18, damage reduction 20/+2, scent
Saves: Fort +11, Ref +10, Will +10
Abilities: Str 21, Dex 19, Con 14, Int 16, Wis 18, Cha 15
Skills: Animal Empathy +12, Balance +16, Concentration +12, Hide +27*, Listen +26*, Move Silently +27*, Search +12, Spot +26*, Tumble +13, Wilderness Lore +13
Feats: Expertise, Improved Initiative, Multiattack
 
Environment: Elysium or any land
Organization: Solitary, pair or pack (3-8)
Challenge Rating: 9
Treasure: Standard
Alignment: Neutral Good
Advancement: 9-12 HD (Medium); 13-24 HD (Large)
Level Adjustment: 0
Lupinals are half-man and half-wolf. Their bodies are long, lean, and rangy. Their rear legs are bent like a wolf's, and they have long, pronounced muzzles with rows of sharp teeth. Lupinals are covered in short, fine, silvery-gray fur. CombatHowl (Sp): The howl of a lupinal causes fear as a spell in any evil creature within 200 yards, unless the suceedd at a Will save (DC 16).Spell-Like Abilities: At will- blink, blur, change self, darkness, gaseous form; 3/day- cone of cold, cure serious wounds, fly (maneuverability rating is perfect), magic missile; 1/day- remove disease and neutralize poison. These abilities are as the spells cast by a 8th level sorcerer (save DC 12 + spell level).Trip (Ex): A lupinal that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the lupinal. A lupinal that trips his opponent automatically hits with its bite attack each round thereafter until its foe is helpless or dead, or it's been seroiusly wounded.Skills: *Lupinals gain a +14 racial bonus to Hide and Move Silently checks due to their natural stalking abilities. This bonus reduces to a +5 in urban environments.Lupinals also gain a +13 racial bonus to their Spot and Listen checksdue to their exceptionally keen senses.Guardinal qualitiesImmunities(Ex): Electricity, petrification, iron weaponResistances(Ex): Cold, acid, force spells, poison 20.Planar travel(Su): Guardinals can leave Elysium and travel to Astral plane with their physical bodies. They can also make use of any gate, portal or conduit they find. In addition guardinals can travel directly to the first layer of Bytopia, the Beastlands, or the Outlands from any point in Elysium.Spell-Like Abilities(Sp): Always active- detect magic (illusion only), see invisibility, detect evil (100' range), dimension door, dispel magic, darkvision and protection from evil; 1/day- lay on hands (heal as much damage as its own undamaged hit point total). Telepathy(Su): Guardinal have a special form of telepathy that allows them to communicate with any intelligent, nonmonstrous creature. This telepathy has a range of 100 yards. Guardinal Weakness(Ex): Silver weapons can hit a guardinal regardless of whether or not an enchanted weapon is required.Habitat/SocietyLupinals like to run in packs, but have little loyalty to any particular group. A lupinal might run with three different groups on three consecutive nights, or stay with the same band for months or years at a time. The most intelligent or wisest lupinal is always recognized as the pack leader, and the others obey him or her without reservation. Lupinals're naturally suspicious of strangers and evaluate almost any creature they meet in terms of threat potential.0EcologyNone.
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