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Lupinal

Medium Celestial, Neutral Good

Deva Movanic Male-turnaround.gif

Alternate Versions

Size

Hero Forge: 8'4" (XL)
Lore: Medium (6 ft.)
Suggested: Medium

Other Monikers

Wolf guardinals

Abilities

- Fear aura
- Grabbing and tripping attacks with claws, bite
- Dodges projectiles
- Pack tactics
- Keen senses
- Speak with animals
- Innate spellcasting

Appearance

Lupinals are half-man and half-wolf. Their bodies are long, lean, and rangy. Their rear legs are bent like a wolfs, and they have long, pronounced muzzles with rows of sharp teeth. Lupinals are covered in short, fine, silvery-gray fur. At a distance, a lupinal could be taken for a werewolf in its hybrid form, but on closer inspection the lupinal is far less bestial and has a much more intelligent and expressive face - until it finds an evil quarry encroaching on its hunting grounds.

Home Plane

Elysium

Stat Block

5th Edition:

- Homebrew stat block in description

3rd Edition

- Monster Manual II (2001)

2nd Edition:

- mojobob's website

Description

(From 3rd Edition Monster Manual II - 2001):


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 (or even closer, via ethereal jaunt). 


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. 


Combat: Lupinals are exceptionally skilled in combat. They use pack tactics (such as surrounding opponents, chasing down enemies, and the aid another action) with great skill. Their approach often involves ambush, deception, and misdirection as well. 


Fear Aura (Ex): When a lupinal howls, every creature within 600 feet (except other celestials) who can hear it must make a Will saving throw (DC 16). On a failure, a creature with 7 or fewer Hit Dice becomes panicked for 4d6 rounds; one with 8 or more Hit Dice becomes shaken for 4d6  rounds. Success leaves the creature unaffected. Once a creature has either been affected by this ability or made a successful save, it cannot be affected by that lupinal’s howl again for 24 hours. 


Improved Grab (Ex): If a lupinal hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +14). The creature has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (–20 penalty on grapple check, but the lupinal is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage. 


Spell-Like Abilities: At will—blink, blur, change self, darkness, ethereal jaunt; 3/day—cone of cold, cure light wounds, fly, magic missile. Caster level 8th; 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 (see Trip in Chapter 8 of the Player’s Handbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the lupinal. Dodge Missiles (Ex): This ability operates like the Deflect Arrows feat, except that the lupinal can dodge any missile and it need not have its hands free. (The creature is dodging, not deflecting.) This ability is usable three times per round. 


Scent (Ex): A lupinal can detect approaching enemies, sniff out hidden foes, and track by sense of smell.



(from Planescape: Monstrous Compendium Appendix II):


The lupinals’re the front-line troops of Elysium. Packs of ’em roam all over the plane, and often into the Outlands, Bytopia, or the Beastlands, searching aggressively for any hint of evil intrusion. While the other guardinals take their rest in Elysium, the lupinals hold themselves ready for battle at a moment’s notice. Their organization and outlook are distinctly lawful at times, far more so than those of the other guardinals.


Lupinals are half-man and half-wolf. Their bodies are long, lean, and rangy. Their rear legs are bent like a wolfs, and they have long, pronounced muzzles with rows of sharp teeth. Lupinals are covered in short, fine, silvery-gray fur. At a distance, a lupinal could be taken for a werewolf in its hybrid form, but on closer inspection the lupinal is far less bestial and has a much more intelligent and expressive face - until it finds an evil quarry encroaching on its hunting grounds.

Like the equinals, lupinals are social creatures who often gather in small packs that hunt, play, and fight together. However, they’re also comfortable being alone, and many lupinals prefer to keep their own company.


Combat: Lupinals are exceptionally dangerous in a fight. They are natural-born hunters and stalkers who use terrain, concealment, and ambush to great effect. When the time comes to break cover and join the fray, lupinals fight with a fierce animal savagery. Like leonals, they’re very quick; they gain a -2 bonus to initiative rolls and can dodge normal, nonmagical missiles by making a successful saving throw versus paralyzation. Lupinals have exceptionally keen senses and are surprised only on a roll of 1.


The natural stalking abilities of a lupinal allow it to track by scent, move silently, or hide in shadows with a 95% chance of success in natural settings. In urban environments the lupinal’s abilities are reduced to a 50% chance of success.

Lupinals attack with their front claws and a powerful bite. Their rangy bodies are surprisingly strong; a lupinal’s Strength is equal to 18/76. If a lupinal hits with its bite by a margin of 4 or more, it seizes its prey and forces its opponent to make a successful saving throw versus death magic or be dragged to the ground. The lupinal automatically hits with its bite each round thereafter until its foe is helpless or dead, or it’s been seriously wounded.


The howl of a lupinal causes fear in any evil creature within 200 yards (unless the target survives a save versus spell, of course.) In addition, the lupinal can use the following spell-like abilities: blink, blur, change self, darkness 15’ radius, and wraithform. Three times per day the lupinal can cure serious wounds, fly for up to 3 turns (move 30, MC A), cast magic missile (4 missiles), or breathe a cone of cold 40 feet long and 10 feet wide that inflicts 8d4+8 points of damage. Once per day the lupinal can cure disease or neutralize poison.


Lupinals can be hit only by silver or +2 or better magical weapons.


Habitat/Society: Lupinals 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. They’re wary of humans and the like, since they regard any mortal adventurer as a disaster waiting to happen. However, once the friendship of a lupinal is won, a body couldn’t have a more loyal or steadfast companion.


Lupinals celebrate the hunt as a social gathering and bonding ritual. They never take sentient prey, but love the challenge and excitement of tracking a quarry that’s trying to evade them. Lupinal packs are Elysium’s first line of defense against invasion, and they take their responsibilities seriously.



From Book of Exalted Deeds (2003):


KHARASH, THE STALKER:


A werewolflike creature with topaz eyes steps from the shadows on all fours. Measuring 10 feet long, its lithe, muscular body is covered in a neatly groomed black and brown fur. It smiles broadly, revealing rows of sharp, pearly-white fangs. 


The paragon of lupinals, Duke Kharash (kah-RASH) is the closest Companion to Talisid, sharing the Celestial Lion’s passion for the hunt as well as his love for the untamed wilderness. The two are nigh inseparable except when Talisid chooses to enter a populated area, at which time Kharash usually opts to remain in the wild. Although sly of tongue and not exactly shy, Kharash doesn’t care much for large groups or accolades. He adores children but is inexplicably awkward around them. His ability to remain out of sight coupled with his willingness to let Talisid speak on his behalf in public has earned Kharash the moniker “Talisid’s Shadow,” and the lupinal duke doesn’t seem to mind. 


An undisputed master of the hunt, Kharash trusts his senses and intuition. He doesn’t fall easily into traps, and he studies his enemies carefully before moving in for the kill. He maintains no permanent residence. When traveling apart from Talisid and the Companions, Kharash is usually joined by a pack of his trusted lupinals.


Combat: Kharash prefers to study his foes for a few rounds before springing into battle, giving him the chance to use his death strike. When fighting alongside Talisid and the other Companions, Kharash usually attacks the most vulnerable opponent first, hoping to take it out quickly before moving on to tougher prey. Kharash’s natural weapons and any weapons he wields are treated as good-aligned for the purpose of overcoming damage reduction. 


Death Attack (Ex):If Kharash studies his victim for 3 rounds and then makes a sneak attack with a natural weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target. While studying the victim, Kharash can take other actions so long as his attention stays focused on the target and the target does not detect him or recognize him as an enemy. If the victim of such an attack fails a DC 28 Fortitude save against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim’s mind and body become enervated, rendering her helpless and unable to act for 1d6+10 rounds. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once Kharash has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If the death attack is attempted and fails (the victim makes her save) or if Kharash does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt a new death attack. 


Favored Enemies (Ex): As the ranger class feature, except Kharash gains bonuses as follows: +8 against evil outsiders, +4 against undead, +2 against aberrations, +2 against elementals, and +2 against dragons. 


Fear Aura (Ex): When Kharash howls, every creature within 600 feet (except other guardinals) that can hear it must make a Will saving throw (DC 33). On a failure, a creature with 32 HD or fewer becomes panicked for 4d6 rounds; a creature with 33 HD or more becomes shaken for 4d6 rounds. Success leaves the creature unaffected. Once a creature has either been affected by this ability or made a successful save, it cannot be affected by Kharash’s howl again for 24 hours. The save DC is Charisma-based. 


Improved Grab (Ex): If Kharash hits an opponent that is at least one size category smaller than him with a bite attack, he deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Kharash has the option to conduct the grapple normally, or simply use his jaws to hold the opponent (–20 penalty on the grapple check, but Kharash is not considered grappled). In either case, each successful grapple check he makes during successive rounds automatically deals bite damage. 


Sneak Attack (Ex):This ability functions as the rogue’s sneak attack ability. Kharash deals +9d6 points of damage with a successful sneak attack. 


Spell-Like Abilities: At will—blink, blur (DC 19), darkness, disguise self, ethereal jaunt; 3/day—cone of cold (DC 22), cure light wounds (DC 18), fly (DC 19), magic missile; 1/day—find the path (DC 23). Caster level 20th. Save DCs are Charisma-based. 


Trip (Ex): if he hits with a bite attack, Kharash can attempt to trip his opponent as a free action (see Trip in Chapter 8 of the Player’s Handbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Kharash. 


Dodge Missiles (Ex): This ability operates like the Deflect Arrows feat, except Kharash can dodge any missile, need not have his hands free (Kharash is dodging, not deflecting), and can attempt to dodge every missile launched at him. 


Scent (Ex): Kharash can detect approaching enemies, sniff out hidden foes, and track by sense of smell. 


Wild Empathy (Ex): This ability works exactly as the druid’s wild empathy class feature. Kharash receives a +4 exalted bonus on wild empathy checks to sway the attitudes of animals and good-aligned magical beasts (including, but not limited to, blink dogs, unicorns, pegasi, and animals with the celestial template) because he has the Animal Friend exalted feat.




LUPINAL GUARDINAL (5e homebrew)

Armor Class 20 (Natural Armor)

Hit Points 128 (18d8 + 54)

Speed 50 ft.

STR 19 (+5),   DEX 23 (+6),   CON 16 (+3),   INT 15 (+2),   WIS 20 (+5),   CHA 16 (+3)

Saving Throws: DEX +15, CON +8, STR +10, WIS +5

Skills: Athletics +8, Acrobatics +15, Indimidation +8, Perception +15, Stealth +15, Survival +15

Resistances: Acid, Cold, Force, Poison, Bludgeoning, Piercing, and Slashing from Nonmagical Weapons that aren't silvered

Immunities: Lightning, Petrified

Senses: Darkvision 60 ft., Passive Perception 15

Languages: Celestial, Common, Lupinal

Challenge 12 (8,400 XP)


Celestial Weapons. The lupinal's weapons and natural attacks are considered magic weapons.


Innate Spellcasting. The lupinal's spellcasting ability is Wisdom (spell save DC 19). The lupinal can innately cast the following spells, requiring only verbal components:

At will: blink, blur, alter self, darkness, detect evil and good, dimension door, dispel magic, gaseous form, light, protection from evil and good, see invisibility, speak with animals.

3/day each: magic missile (4 darts)

1/day each: cone of cold, fly, heal


Keen Hearing and Smell. The lupinal has advantage on wisdom (perception) checks that rely on hearing or smell.


Lay on Hands. The lupinal has a pool of 40 hit points that it can use, as an action, to heal a creature, up to the maximum amount remaining in the pool. Alternatively, the lupinal can expend 5 hit points from its pool of healing to cure the target of one disease or neutralize one poison affecting it. The lupinal can cure multiple diseases and poisons with a single use of Lay on Hands, expending Hit Points separately for each one. The pool replenishes after a long rest, and has no effect on Undead of Constructs.


Magic Resistance. The lupinal has advantage on saving throws against spells and other magical effects.


Pack Tactics. The lupinal has advantage on attacks 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.


Actions:

Multiattack. The lupinal makes three attacks: one with its bite, one with its claw, and one with its longsword of. It always begins with the bite attack. If unarmed, the lupinal makes an extra claw attack.


Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 5) slashing damage, and if the target creature is sized large or smaller, it must make a DC 19 strength saving throw or be dragged prone. Creatures dragged to the ground are grappled (escape DC 19), and the lupinal grappling them automatically hits with subsequent bite attacks as long as the creature remains grappled.


Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.


Baleful howl. The lupinal howls magically. Every enemy within 300 feet of the lupinal that can hear it must succeed on a DC 19 Wisdom saving throw or be frightened until the end of the lupinal's next turn or until the lupinal is incapacitated. A frightened target that starts its turn within 30 feet of the lupinal must use all its movement on that turn to get as far from the lupinal as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all lupinals for the next 24 hours.


Reactions:

Missile Evasion. When a lupinal is targeted with a ranged weapon or spell attack, it can make a dexterity (acrobatics +15) check as a reaction. If the number rolled is higher than the attack roll, the attack misses.

Sources

- Forgotten Realms Wiki

- AJ Pickett (youtube video)

- 3rd Edition Monster Manual II (2001)

- Book of Exalted Deeds (2003)

- Planescape: Monstrous Compendium Appendix II (1995)

- mojobob's website

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