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==Lupinal== [[File:Lupinal MC Planescape 2.jpg|150px|right]] Angelic wolf-people who constantly hunt down evil. Like the cervidals, despite their commonness amongst the Upper Planes, they didn't appear until the Monster Manual II. Their Patron, Duke Lucan, was replaced by Kharash the Stalker in 3.5, a CR 22 monster who's essentially a good-aligned assassin/ranger multiclassed character. ::Ability Score Minimum/Maximum: Strength 14/19, Dexterity 14/19, Constitution 9/18, Intelligence 11/18, Wisdom 6/17, Charisma 9/18 ::Ability Score Adjustments: +1 Strength, +1 Dexterity, -1 Wisdom ::Class & Level Limits: [[Fighter]] 18, [[Ranger]] 15, [[Thief]] 18, [[Bard]] 15 :::Multiclass Options: Fighter/Thief, Fighter/Bard, Ranger/Thief, Ranger/Bard ::Base Armor Class: 2 ::Favored Nonweapon Proficiencies: Animal Lore, Animal Training, Appraising, Blind-fighting, Endurance, Fire-building, Jumping, Tumbling, Planar Direction Sense, Planar Sense, Planar Survival (Elysium), Running, Set Snares, Survival, Swimming, Weaponsmithing. ::Bonus Nonweapon Proficiencies: Hunting, Tracking ::Special Benefits: :::Lupinals add their exceptional [[Dexterity]] bonus adjustment to defense to initiative rolls as well. :::Lupinals gain +1 hit point at 1st level. :::Lupinals can dodge nonmagical missiles by making a successful Save vs. Paralyzation. :::Lupinals can make three natural attacks per round; two Claw strikes (1d4 + Str bonus), and one Bite (2d6 damage). If a lupinal's bite hits by a margin of 4+, the target must Save vs. Death Magic or be seized and dragged to the ground, where they will take automatic bite damage each round until unconscious, dead, or released. :::A lupinal can utter a howl that forces all Evil creatures within 100 yards to Save vs. Spell or be struck by fear. The targets get a modifier based on the lupinal's level; +2 at 1st level, +1 at 4th level, +0 at 7th level, -1 at 10th level, -2 at 13th level, and -4 at 16th level. :::A lupinal can only be struck by enchanted or silver weapons. Initially, a +1 weapon is required to harm a lupinal, but from 5th level, a +2 or better weapon is needed. :::Lupinals gain +5% Magic Resistance starting from 2nd level at every second level (so 2nd, 4th, 6th, 8th and 10th), maxing out at 45% Magic Resistance at 10th level. :::From 12th level, a lupinal can Dominate (as per the [[wizard]] spell) any non-[[undead]] lupine or partly lupine creature that meets their gaze, regardles of intelligence and disposition. This includes magical wolf monsters like [[Worg]]s and [[Winter Wolf|Winter Wolves]], [[Dire Animal|Dire Wolves]], and [[Werewolf|lupine]] [[therianthrope]]s. :::From 15th level, a lupinal can afflict an intelligent creature which meets the lupinal's gaze with a Feeblemind effect (as per the [[wizard]] spell) for 1d4 rounds. :::Lupinals gain the following Spell-Like Abilities and other bonuses as they level up. Unless specified otherwise, each SLA can be used at-will, but only 1/round. * 1st Level: Change Self 1/round, Magic Missile (1 missile) 3/day. * 3rd Level: Blur 1/round, Darkness 15' Radius 1/round, Magic Missile SLA now generates 2 missiles. * 5th Level: Blink, Wraithform, Fly (MV 30', MC A) for 3 turns 3/day, Cure Disease 1/day, Magic Missile SLA now generates 3 missiles. * 7th Level: Cure Serious Wounds 3/day, Cure Disease or Neutralize Poison 1/day, Fly no longer has a 3 turn limit, Magic Missile SLA now generates 4 missiles. * 9th Level: Cone of Cold (8d4+8 damage, 40' long, 10' wide) 3/day. ::Special Disadvantages: :::Due to their appearance and vulnerability to silver, lupinals risk being mistaken for [[werewolf|werewolves]] by overzealous or undereducated hunters on the [[Prime Material]]. :::Actual werewolves and other lupine [[therianthrope]]s all hate lupinals and attack them on sigh. :::+4 reaction penalty with [[human]]s and [[demihuman]]s. :::A lupinal in an urban setting is easily noticed, suffering a -50% penalty to their Hide in Shadows and Move Silently abilities.
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