Angelic Weapons. The lupinal's weapon attacks are magical. When the lupinal hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).
Innate Spellcasting. The lupinal's spellcasting ability is Charisma (spell save DC 13). The lupinal can innately cast the following spells, requiring no material components:
At will: blur, disguise self, speak with animals
1/day each: blink, cone of cold
Keen Hearing and Smell. The lupinal has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The lupinal has advantage on an attack roll against a creature if at least one of the lupinal's allies is within 5 feet of the creature and the ally isn’t incapacitated.
Multiattack. The lupinal makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 9 (2d8) radiant damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 9 (2d8) radiant damage.
Terrifying Howl (Recharge 6). The lupinal howls. Any non-celestial within 300 feet of the lupinal and able to hear its howl must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to any lupinal’s Terrifying Howl for the next 24 hours.
Healing Touch (3/day). The lupinal touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Uncanny Dodge. The lupinal halves the damage that it takes from an attack that hits it. The lupinal must be able to see the attacker.
Description
As the name implies, lupinals are half-human, half-wolf creatures. They are constantly on the prowl for evil intrusions into their territory, be it Elysium or a piece of the Material Plane that they have made their own. Lupinals are more likely than cervidals to make their homes outside Elysium and assist other beings in repelling evil incursions. Perhaps because of their pack-based society, lupinals are more lawful than other natives of Elysium. In group activities, they operate in close cooperation and perfect harmony. Even solitary lupinals are rarely more than an hour away from allies.
At first glance, a lupinal might be mistaken for a werewolf, with its long muzzle, fur, and backward-bending canine legs. But where lycanthropes are savage and animallike, lupinals are intelligent, regal, and poised—though they are quick to anger and ferocious when aroused.
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