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Lupin

Lupins are a race of proud, strong warriors native to the hills, forests, and tundras of the north. These humanoids are unsophisticated hunters, living in in loose clans or packs modeled after the wolves they resemble. Due to their resemblance to werewolves, humans often assume that lupins are evil savages similar to gnolls or orcs, but in fact the wolf-people are brave and loyal protectors of the frozen frontier who constantly battle frost giants, ice trolls, winter wolves, and worse evils. Though often aggressive toward outsiders, once gained, a lupin’s respect is eternal.

Lupins are seminomadic. During the summer the clan ranges across large stretches of forest or tundra, living off the land, but when winter approaches they retreat to small villages centered around a large communal longhouse. Each clan is governed by an elder who is democratically elected and serves for one year. Once per year, under a full moon, all lupin clans in an area gather for three nights in a festival called the White Howl, in which news is shared, young braves choose mates, and the clans reaffirm their ties. Most lupins are nature worshippers; they practice the Green Faith (as druids) or venerate ancestors and animal spirits (as oracles) rather than revering specific gods. Lupins often capture and tame die wolves to ride as mounts.

Lupins despise werewolves. The lupins believe that the first werewolves were descended from lupins who mated with humans, for which they were cursed by the wolf spirits for polluting their bloodline. They also hate werewolves for the grief caused to them by humans mistaking them for lycanthropes. Lupins believe they have a sacred duty to exterminate all lycanthropes, and this zeal sometimes brings them into conflict with nonevil shapechangers such as werebears.

Lupins can be found throughout Golarion’s northern hemisphere. They are extremely common in northern Arcadia. In Avistan, lupins are the primary inhabitants of the Ice Steppes to the north of Irrisen and the Lands of the Linnorm Kings, and they sometimes come south to trade. They are also found in smaller numbers around the edges of the Crown of the World and in northern Casmaron and Tian Xia.

A wide variety of lupin subraces exist, most of them resembling dogs of various breeds. Most such subraces are extremely limited in numbers and geographical scope, usually limited to only a few thousand individuals.

ability score increase: +2 Strength, +2 Wisdom, -2 Intelligence
age:
Size: Medium
speed: 30 feet
Languages: Common, Lupin. Lupins with high Intelligence scores can choose additional languages from the following: Elven, Gnoll, Gnome, Goblin, Halfling, and Sylvan.
race features:

Low-light vision: Lupins can see twice as far as humans in conditions of dim light.

Expert rider: Lupins receive a +2 racial bonus on Ride checks.

Hatred (shapechanger/shapeshifter/lycanthrope): Lupins receive a +1 bonus on attack rolls against humanoids with the shapechanger, shapeshifter, or lycanthrope subtype.

Keen senses: Lupins receive a +2 racial bonus on Perception skill checks.

Scent: Lupins can detect approaching enemies, sniff out hidden foes, and track by sense of smell. They can also identify familiar odors just as humans do familiar sights. They can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When they detect a scent, the exact location of the source is not revealed—only its presence somewhere within range. Lupins can take a move action to note the direction of the scent. When detected creatures are within 5 feet of the source, they pinpoint the source's location. They can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for survival checks. Lupins tracking by scent ignore the effects of surface conditions and poor visibility.


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PharesBueller.

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