Remove these ads. Join the Worldbuilders Guild

https://thecreaturechronicle.tumblr.com/post/41701394580/lupin

Adlet

These rare Lupins resemble winter wolves and have powerful supernatural abilities.

ability score increase: +2 Dexterity, +2 Wisdom
age:
Size: Medium
speed: 40 feet
Languages: Tabaxi, Lupin. Adlets with high Intelligence scores can choose from the following languages: Erutaki, Giant, Gnome, Orc, Sylvan, and Ulfen.
parent race: Feral Lupin
race features:

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

Arctic stride: Adlets can move through natural difficult terrain at their normal speed while in areas of snow or ice. Magically altered terrain affects them normally.

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

Bite: Adlets have a natural bite attack that deals 1d3 points of damage. This is a primary attack, or a secondary attack if the adlet is wielding manufactured weapons.

Breath weapon: Once per day, an adlet can make a supernatural breath weapon attack that deals 2d6 points of damage within a 15-ft. cone. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the adlet's character level + the adlet's Constitution modifier. Those who succeed at the save take no damage from the attack.

Camouflage: Adlets gain a +4 racial bonus on Stealth checks while within areas of snow or ice.

Cold subtype: Adlets have the cold subtype. They are immune to cold damage and have vulnerability to fire.

Frozen bite: Once per day as a swift action, an adlet can call on the elemental energy lurking in her veins to shroud its fangs in ice. Her bite attacks deal +1d6 points of cold damage. This lasts for 1 round per character level. The adlet may end the effects of her elemental assault early as a free action.

Natural armor: Adlets gain a +1 natural armor bonus to their Armor Class.

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.

Spell-like abilities: Adlets gain the following spell-like abilities: at will - pass without trace; 1/day - fog cloud and sleet storm. The caster level for these effects is equal to the adlet's level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the adlet's Charisma modifier.


Created by

PharesBueller.

Statblock Type

Race/Species

Link/Embed