Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
D&D Wargaming *ARMIES OF GOOD*
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Bibliophile" data-source="post: 1432558" data-attributes="member: 9742"><p>Fieari- I wanted to request a celestial from the MMII, the Lupinal (I'm not sure what CR it would be under UK's system, I was having a little trouble computing that):</p><p></p><p>Medium-Size Outsider, Guardinal (Good)</p><p>HD: 8d8+8 (44hp)</p><p>Initiative: +5</p><p>Speed: 50ft</p><p>AC: 20 (+5 Dex, +3 natural, +2 leather armor), touch 15, flat-footed 15</p><p>Attacks: 2 claws +14 melee and bite +9 melee</p><p>Damage: Claw 1d4+6, bite 1d6+3</p><p>Face/Reach: 5ft by 5ft/5ft</p><p>Special Attacks: Fear aura, improved grab, spell-like abilities, trip</p><p>Special Qualities: Dodge missiles, DR 5/evil, outsider traits, scent</p><p>Saves: Fort +7, Ref +11, Will +10</p><p>Abilities: Str 23, Dex 20, Con 13, Int 16, Wis 18, Cha 15</p><p>Skills: Animal Empathy +13, Balance +18, Climb +17, Concentration +12, Diplomacy +13, Hide +16, Jump +13, Listen +17, Move Silently +16, Spot +17, Survival +15, Tumble +13</p><p>Feats: Alertness, Power Attack, Track</p><p>Climate/Terrain: Elysium or any forest, plain, or hills</p><p>Organization: Solitary, pair, or pack (3-8)</p><p>Challenge Rating: 5</p><p>Level Adjustment: +7</p><p>Treasure: None</p><p>Alignment: Usually neutral good</p><p>Advancement: 9-24 HD (Medium-size)</p><p></p><p>Lupinal:</p><p></p><p>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.</p><p></p><p>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 <em>ethereal jaunt</em>).</p><p></p><p>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 animal-like, lupinals are intelligent, regal, and poised-though they are quick to anger and ferocious when aroused.</p><p></p><p>Combat-</p><p></p><p>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.</p><p></p><p>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 creautre 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.</p><p></p><p>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 the 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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Dodge Missiles (EX): This abilitiy operates like the Deflect Arrows feat, except that the lupinal can dodge any missile and it need ot have its hands free. (The creature is dodging, not deflecting.) This abilitiy is usable three times per round.</p><p></p><p>Scent (EX): A lupinal can detect approaching enemies, sniff out hidden foes, and track by sense of smell.</p><p></p><p>Wild Empathy (EX): This power works exactly like the druid's wild empathy class feature.</p></blockquote><p></p>
[QUOTE="Bibliophile, post: 1432558, member: 9742"] Fieari- I wanted to request a celestial from the MMII, the Lupinal (I'm not sure what CR it would be under UK's system, I was having a little trouble computing that): Medium-Size Outsider, Guardinal (Good) HD: 8d8+8 (44hp) Initiative: +5 Speed: 50ft AC: 20 (+5 Dex, +3 natural, +2 leather armor), touch 15, flat-footed 15 Attacks: 2 claws +14 melee and bite +9 melee Damage: Claw 1d4+6, bite 1d6+3 Face/Reach: 5ft by 5ft/5ft Special Attacks: Fear aura, improved grab, spell-like abilities, trip Special Qualities: Dodge missiles, DR 5/evil, outsider traits, scent Saves: Fort +7, Ref +11, Will +10 Abilities: Str 23, Dex 20, Con 13, Int 16, Wis 18, Cha 15 Skills: Animal Empathy +13, Balance +18, Climb +17, Concentration +12, Diplomacy +13, Hide +16, Jump +13, Listen +17, Move Silently +16, Spot +17, Survival +15, Tumble +13 Feats: Alertness, Power Attack, Track Climate/Terrain: Elysium or any forest, plain, or hills Organization: Solitary, pair, or pack (3-8) Challenge Rating: 5 Level Adjustment: +7 Treasure: None Alignment: Usually neutral good Advancement: 9-24 HD (Medium-size) Lupinal: 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 [i]ethereal jaunt[/i]). 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 animal-like, 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 creautre 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 the 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 abilitiy operates like the Deflect Arrows feat, except that the lupinal can dodge any missile and it need ot have its hands free. (The creature is dodging, not deflecting.) This abilitiy is usable three times per round. Scent (EX): A lupinal can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Wild Empathy (EX): This power works exactly like the druid's wild empathy class feature. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
D&D Wargaming *ARMIES OF GOOD*
Top