Lupinal
Basic Information
Dietary Needs and Habits
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Fear Aura. When a lupinal howls, every creature with 600 feet (except other celestials) who can hear it must make a DC 17 Wisdom saving throw. On a failure, a creature becomes frightened 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. Innate Spellcasting: The lupinal's Innate Spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The lupinal can innately cast the following Spells, requiring no material components: At will: blink, blur, alter self, darkness, etherealness 3/day each: cone of cold, cure wounds, fly, magic missiles Trip. A lupinal that hits with a bite attack can attempt to trip the opponent as a bonus action by making an opposed grapple check. Dodge Missiles. The lupinal can use its reaction to dodge a missile when they are hit by a ranged weapon attack. When they do so, the damage they take from the attack is reduced by 1d10 + 14. Keen Smell. The lupinal has advantage on Wisdom (Perception) checks that rely on smell. Cannot Be Raised. Unlike most other living creatures, a celestial does not have a dual nature; its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on a celestial. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. Resistance to Poison. Advantage on all Constitution saves against poison.
Multiattack. The lupinal makes 2 claw attacks and one bite attack. Claws. Melee Weapon Attack, +9 to hit, reach 5 ft, 1d4 + 6 slashing damage. Bite. Melee Weapon Attack, +9 to hit, reach 5 ft, 1d6 + 6 piercing damage.
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