Posted: Mon Apr 07, 2014 7:10 pm
Lupinal
Size/Type: Medium Outsider (Extraplanar, Good, Guardinal)
Hit Dice: 8d8+32 (80hp)
Initiative: +7
Speed: 50ft.
Armor Class: 27 (+7 dex, +10 natural)
Base Attack/Grapple: +8/+14
Attack: +3 Keen Longsword +17 (1d8+9/17-20) and +3 Keen Longsword +17 (1d8+9/17-20) or Bite +17 (2d6+12+trip)
Full Attack: +3 Keen Longsword +17 (1d8+9/17-20) and +3 Keen Longsword +17 (1d8+9/17-20) and Bite +17 (2d6+12+trip) or 2 claws +17 (1d6+9) and Bite +17 (2d6+12+trip)
Space/Reach: 5ft./5ft.
Special Attacks: Favored Enemy, Spell-Like Abilities, Master of the Wild, Improved Trip, Howl of Terror
Special Qualities: Feral Combat, Immunity to Electricity and Petrification, Resistance to Acid and Cold 10, Scent, DR10/Evil or Silver
Saves: Fort +10 Reflex +13 Will +9
Abilities: Str 22 Dex 24 Con 18 Int 14 Wis 16 Cha 18
Skills:
Feats: Track, Power Attack, Dodge
Environment: Blessed Fields of Elysium, Wilderness of the Beastlands
Organization: Solitary, or Pack (2-10)
Challenge Rating: 8
Treasure: Standard
Alignment: Always Neutral Good
Advancement: 9+HD (Large) or By Class Level (Favored Classes: Ranger and Scout)
Level Adjustment: +0
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.
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 humanoids 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.
Combat:
Favored Enemy (Ex): As a ranger equal to the Lupinals CR.
Improved Trip (Ex): A Lupinal that hits with it's bite attack can trip it's opponent as a free action that does not provoke an attack of opportunity. If it succeeds, it gets an extra attack against them as a free action. If it fails, the opponent may not try to trip the Lupinal back.
Howl of Terror (Su): As a standard action, a Lupinal may howl, forcing all enemies within long range to save (Will DC18) or become panicked for 4d6 rounds. Success leaves them merely shaken for the same duration. Creatures with a higher CR than the Lupinals are unaffected by this.
Feral Combat (Su): All Guardinals natural weapons gain a +1 enhancement bonus per 3 CR (rounded up).
Master of the Wild (Su): All Guardinals are aware of every creature of the Animal, Magical Beast, and Vermin type within 100ft per CR (800 for the Lupinal) and may communicate telepathically with them. They may enact a Charm Monster effect against any they can sense as a swift action, once per round (ignoring a Vermin's immunity to mind control). A Magical Beast who succeeds on it's save becomes immune to further attempts for 24 hours.
Spell-Like Abilities: At Will: Blur, Blink, Ethereal Jaunt, Magic Missile, Invisibility, Greater Mage Hand, Cure Light Wounds, Alter Self (humanoids only), Widened Deeper Darkness 3/day Cone of Cold, Fly, Wraithstrike, 1/day: Cure Disease, Neutralize Poison
Size/Type: Medium Outsider (Extraplanar, Good, Guardinal)
Hit Dice: 8d8+32 (80hp)
Initiative: +7
Speed: 50ft.
Armor Class: 27 (+7 dex, +10 natural)
Base Attack/Grapple: +8/+14
Attack: +3 Keen Longsword +17 (1d8+9/17-20) and +3 Keen Longsword +17 (1d8+9/17-20) or Bite +17 (2d6+12+trip)
Full Attack: +3 Keen Longsword +17 (1d8+9/17-20) and +3 Keen Longsword +17 (1d8+9/17-20) and Bite +17 (2d6+12+trip) or 2 claws +17 (1d6+9) and Bite +17 (2d6+12+trip)
Space/Reach: 5ft./5ft.
Special Attacks: Favored Enemy, Spell-Like Abilities, Master of the Wild, Improved Trip, Howl of Terror
Special Qualities: Feral Combat, Immunity to Electricity and Petrification, Resistance to Acid and Cold 10, Scent, DR10/Evil or Silver
Saves: Fort +10 Reflex +13 Will +9
Abilities: Str 22 Dex 24 Con 18 Int 14 Wis 16 Cha 18
Skills:
Feats: Track, Power Attack, Dodge
Environment: Blessed Fields of Elysium, Wilderness of the Beastlands
Organization: Solitary, or Pack (2-10)
Challenge Rating: 8
Treasure: Standard
Alignment: Always Neutral Good
Advancement: 9+HD (Large) or By Class Level (Favored Classes: Ranger and Scout)
Level Adjustment: +0
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.
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 humanoids 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.
Combat:
Favored Enemy (Ex): As a ranger equal to the Lupinals CR.
Improved Trip (Ex): A Lupinal that hits with it's bite attack can trip it's opponent as a free action that does not provoke an attack of opportunity. If it succeeds, it gets an extra attack against them as a free action. If it fails, the opponent may not try to trip the Lupinal back.
Howl of Terror (Su): As a standard action, a Lupinal may howl, forcing all enemies within long range to save (Will DC18) or become panicked for 4d6 rounds. Success leaves them merely shaken for the same duration. Creatures with a higher CR than the Lupinals are unaffected by this.
Feral Combat (Su): All Guardinals natural weapons gain a +1 enhancement bonus per 3 CR (rounded up).
Master of the Wild (Su): All Guardinals are aware of every creature of the Animal, Magical Beast, and Vermin type within 100ft per CR (800 for the Lupinal) and may communicate telepathically with them. They may enact a Charm Monster effect against any they can sense as a swift action, once per round (ignoring a Vermin's immunity to mind control). A Magical Beast who succeeds on it's save becomes immune to further attempts for 24 hours.
Spell-Like Abilities: At Will: Blur, Blink, Ethereal Jaunt, Magic Missile, Invisibility, Greater Mage Hand, Cure Light Wounds, Alter Self (humanoids only), Widened Deeper Darkness 3/day Cone of Cold, Fly, Wraithstrike, 1/day: Cure Disease, Neutralize Poison