Devon
First Post
Here's another planar insectoid I riveted together using the Insectile template.
- Devon
LUPORAPT
Medium-Size Outsider (Chaotic, Evil)
Hit Dice: 3d8+6 (19 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft., Climb 40 ft.
AC: 18 (+4 Dex, +4 natural)
Attacks: Bite +6 melee, 2 claws +1 melee
Damage: Bite 1d8+3, claw 1d4+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Trip, sneak attack
Special Qualities: Scent, shadow form, darkvision 60 ft, tremorsense, wide vision
Saves: Fort +5, Ref +7, Will +6
Abilities: Str 17, Dex 15+4, Con 15, Int 6, Wis 14+2, Cha 10
Skills: Hide +18, Listen +13, Move Silently +18, Spot +13, Wilderness Lore +9
Feats: Improved Inititiative
Climate/Terrain: Any land or underground
Organization: Solitary, pair, or pack (6-11)
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: 4-6 HD (Medium-size); 7-9 HD (Large)
Luporapts, or "shadowbugs," are quick, nasty, opportunistic, hyena-like insectoids which seem to have popped up in several of the Lower Planes. Although a single luporapt isn?t much of a threat to a group of experienced adventurers, luporapts travel and hunt in groups, and are not afraid to attack anything when they?re hungry.
A luporapt stands about 3 1/2 feet high at the shoulder. Its thorax is larger and more powerful than its abdomen, its back sloping sharply from front to rear, much like that of a mosquito. The front four legs, dense and armored, aim forward, while it's rear legs point back, also like a mosquito -- each leg is tipped with a sharp, blood-red claw. Luporapts are covered in gray-and-black chitin, with short bristles in patches across its carapace. Its head is muzzled, like that of a hyena, but with a nasty array of mandibles and pincers where its mouth would be. Six coal-black eyes are arranged along its head.
About 1 in 3 packs of luporapts will be following an elder female luporapt with some spellcasting powers, a shaman which performs ceremonial kills to venerate their protector (most observers guess that they follow Lolth or some other insect deity). These shamans are typically 4th-level adepts.
COMBAT
Luporapts, though not as smart as humans in most regards, are superb at coordinating hunts and tracking prey. In large groups, luporapts become extremely aggressive and dangerous. They are extremely quick climbers, and often take advantage of existing terrain (tunnels, bridges, cliffs) for catching prey off guard.
Trip (Ex): A luporapt that hits with a bite attack can attempt to trip the opponent as a free action (see page 139 in 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 luporapt.
Sneak Attack (Ex): Luporapts can sneak attack an opponent any time it is unaware or loses its Dexterity bonus to AC. The luporapt deals +2d6 points of damage when using this ability.
Shadow Form (Su): Once per night, a luporapt can take the form of a living shadow for up to 10 minutes. While in shadow form, it is completely insubstantial -- it can?t attack, nor is it harmed by any physical means. It gets a +8 circumstance bonus to Hide and Move Silently checks (+6 if moving). A light or daylight spell cast specifically on a luporapt in shadow form forces it back to its normal state and blinds it for 1d3 rounds with no saving throw allowed. Luporapts use this ability to sneak up on prey or to get away from fights that are going against them.
Tremorsense (Ex): A luporapt can automatically sense the location of anything within 60 feet that is in contact with the ground.
Wide Vision (Ex): Because of its multiple eyes a luporapt has a +4 racial bonus on Spot checks and cannot be flanked.
Skills: Due to their keen senses, luporapts receive a +8 racial bonus to Listen and Spot checks. Because they are extremely stealthy, they also receive a +8 racial bonus to Hide and Move Silently checks.
- Devon
LUPORAPT
Medium-Size Outsider (Chaotic, Evil)
Hit Dice: 3d8+6 (19 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft., Climb 40 ft.
AC: 18 (+4 Dex, +4 natural)
Attacks: Bite +6 melee, 2 claws +1 melee
Damage: Bite 1d8+3, claw 1d4+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Trip, sneak attack
Special Qualities: Scent, shadow form, darkvision 60 ft, tremorsense, wide vision
Saves: Fort +5, Ref +7, Will +6
Abilities: Str 17, Dex 15+4, Con 15, Int 6, Wis 14+2, Cha 10
Skills: Hide +18, Listen +13, Move Silently +18, Spot +13, Wilderness Lore +9
Feats: Improved Inititiative
Climate/Terrain: Any land or underground
Organization: Solitary, pair, or pack (6-11)
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: 4-6 HD (Medium-size); 7-9 HD (Large)
Luporapts, or "shadowbugs," are quick, nasty, opportunistic, hyena-like insectoids which seem to have popped up in several of the Lower Planes. Although a single luporapt isn?t much of a threat to a group of experienced adventurers, luporapts travel and hunt in groups, and are not afraid to attack anything when they?re hungry.
A luporapt stands about 3 1/2 feet high at the shoulder. Its thorax is larger and more powerful than its abdomen, its back sloping sharply from front to rear, much like that of a mosquito. The front four legs, dense and armored, aim forward, while it's rear legs point back, also like a mosquito -- each leg is tipped with a sharp, blood-red claw. Luporapts are covered in gray-and-black chitin, with short bristles in patches across its carapace. Its head is muzzled, like that of a hyena, but with a nasty array of mandibles and pincers where its mouth would be. Six coal-black eyes are arranged along its head.
About 1 in 3 packs of luporapts will be following an elder female luporapt with some spellcasting powers, a shaman which performs ceremonial kills to venerate their protector (most observers guess that they follow Lolth or some other insect deity). These shamans are typically 4th-level adepts.
COMBAT
Luporapts, though not as smart as humans in most regards, are superb at coordinating hunts and tracking prey. In large groups, luporapts become extremely aggressive and dangerous. They are extremely quick climbers, and often take advantage of existing terrain (tunnels, bridges, cliffs) for catching prey off guard.
Trip (Ex): A luporapt that hits with a bite attack can attempt to trip the opponent as a free action (see page 139 in 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 luporapt.
Sneak Attack (Ex): Luporapts can sneak attack an opponent any time it is unaware or loses its Dexterity bonus to AC. The luporapt deals +2d6 points of damage when using this ability.
Shadow Form (Su): Once per night, a luporapt can take the form of a living shadow for up to 10 minutes. While in shadow form, it is completely insubstantial -- it can?t attack, nor is it harmed by any physical means. It gets a +8 circumstance bonus to Hide and Move Silently checks (+6 if moving). A light or daylight spell cast specifically on a luporapt in shadow form forces it back to its normal state and blinds it for 1d3 rounds with no saving throw allowed. Luporapts use this ability to sneak up on prey or to get away from fights that are going against them.
Tremorsense (Ex): A luporapt can automatically sense the location of anything within 60 feet that is in contact with the ground.
Wide Vision (Ex): Because of its multiple eyes a luporapt has a +4 racial bonus on Spot checks and cannot be flanked.
Skills: Due to their keen senses, luporapts receive a +8 racial bonus to Listen and Spot checks. Because they are extremely stealthy, they also receive a +8 racial bonus to Hide and Move Silently checks.
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