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Lupins

The Lupins were, (As far as I am aware), a Dog-man race made to partner with the Cat-person race of Rakasta. The First appearance I am aware of (Please let me know if I am wrong,) was in an issue of the “Voyage of the Princess Ark” by Bruce Heard. (Part 26) in Issue 179 of Dragon Magazine (1991)
I was pleasantly pleased to see them included in Glen Welch’s “Mystara Player’s Guide” as they were a popular race to add to the game of Basic D&D (BECMI).


Lupins

There is no glory to be had alone, cub. True glory comes from the pack. Together we hunt, together we prosper. All lupin know their roles, from our swiftest scouts to our strongest warriors to our wiliest trackers. You cannot fault another for being bigger, nor can he blame you for being small of frame. Remember, you can rely on his strength to aid you as much as he must rely on your speed to help him. Differences are only weaknesses if you do not work towards the same goal. Together we are stronger than alone. That is the way of the lupin.
-Horr the Scarred, lupin elder Lupin

A fierce and nomadic people, the noble lupin travel the wilderness in family packs following the herds they hunt. A friendly people, lupin get along with humans and demi-humans, though the canine race prefers open spaces to crowded cities. Lupin are the natural foe of werewolves, hunting them without mercy when found.

Stout and Rugged
Lupin are covered head to toe in fur, though the fur can be short to the point of barely covering the skin, too thick and hairy for the northern tribes. The heavier coated lupin, for obvious reasons, avoid heavy armor. They tend to travel light and don’t carry a lot of possessions. Excess equipment is given to the pack to be used as needed.
Lupin value loyalty more than other races. They are pack creatures; to them, the family is all-important. A lone lupin that is an outcast or a sole survivor of his pack can go mad from loneliness. Lupin such as these tends to become adventurers to form a new pack and are fiercely loyal to their newfound family.

Loyal to a Fault
Lupin packs are well known and welcomed in most nations of the Known World. They live off of the land, trading for what they need with the furs and food they gather in their travels. While they are not allied with any nation, lupin will not think twice about protecting innocents under attack. The lupin packs are not associated with each other, but when they meet, it is a time of celebration. Many betrothals are created this way to keep the pack’s blood fresh.
Various communities can approach lupin for trade, assistance, or to hire out as mercenaries as needed. Often if werewolves beset a town, lupin will descend to root out their hated enemy. While they are welcome in most parts, lupin are nomads and seldom stay for long. When they come to an area with ample game, they will set up a temporary village to hunt for more extended periods.

Lone Wolves
Lupin often become adventurers when they have left a pack for whatever reason. Some cubs grow enamored of the world and wish to see more than what following their pack can offer. Others are exiled for some unspoken crime, and others are the only survivors of some great catastrophe. An orphaned lupin will frequently bond with the first sentient creature to show it friendship, regardless of species, regardless of the reason, the lupin bond with their fellow adventurers like family.

5E Rules

Lupin Traits
Ability Score Increase. Your Constitution score increases by 2.
Age: Lupin reach maturity quickly, around 10 years old. They live on average for about 90 years.
Alignment: Most lupin are lawful, and most are good as well.
Size: Lupin average 5’5. They average 180 lbs fully grown. Your size is medium.
Speed: Your base speed is 30 feet.
Languages: You can speak, read, and write Common and Lupin.
Darkvision: You can see in the dark 60′.
Keen Senses: You gain proficiency in the Perception skill.
Werewolf Animosity: You automatically know if someone is a lycanthrope when looking at them, regardless of their form. You don’t know what type of lycanthrope they are unless they are a werewolf. You are immune to the Curse of Lycanthropy.

Bull Lupin

The hardiest of the lupin, the bull varieties are known for their strength and courage. The bull lupin is considered the best warriors of the breed, looking for trouble when the pack arrives at a new hunting ground.
Ability Score Increase. Your Strength increases by 1.
Size of the Fight. You have advantage on all saving throws to resist being Frightened.

Hound Lupin

The scouts of the lupin, hound lupin are responsible for hunting down game and finding new places to hunt. Their sense of smell is legendary, and they are feared for their tenacity when they detect a foe.
Ability Score Increase. Your Wisdom increases by 1.
Heightened Sense of Smell. You have advantage on all Perception skill checks using smell.

Hunter Lupin

One of the most numerous types of lupin, the hunter lupin are smaller than other lupin, but make up for it by being much more agile. Skilled wolf riders, known for their archery skills, form most of the lupin outriders on the hunt.
Ability Score Increase. Your Dexterity increases by 1.
Danger Sense. You add your proficiency bonus when rolling for initiative.

BECMI Rules

Lupins can be played using normal human character classes (including druids, paladins, mystics, etc.). Each starts with 2 HD at first level, using the type of dice corresponding to the chosen character class, and a one-time penalty of -2,000 XP that must be overcome before any of the class abilities can be used.
The lupin has its own Experience Tables (Below), but they are basically a permanent 30% experience penalty (rounded up to the nearest 100).

Ability Score Maximums

Ability ScoreStrIntWisDexConCha
Lupin Minimum Scores333333
Lupin Maximum Scores181717181818

Infravision: Lupins also have infravision up to 60′

Detect Invisible: Lupins have the ability to use their superior perception sense (a combination of smell, hearing, and lupins’ instinct) that allows them to detect invisible within a 10′ radius.

Tracking: Their sense of smell enables them to track down prey. An Intelligence check is required each hour of active tracking (penalize the check three points if the scent is a day old, and one extra point for each day thereafter).

Keen Smell: On a successful Intelligence check, a lupin can recognize the smell of a creature or individual met once before (werewolves are automatically recognized). Although the sense of smell is treated as an innate skill for lupins, it can be improved as if it were a learned skill (see Rules Cyclopedia, page 86).

Hear Noise: Lupins have hearing comparable to that of a thief of the same level. Lupins can be surprised only on a roll of 1 on 1d6.

LevelCleric * ExpCleric*/ Thief THAC0Fighter* / Mystic ExpFighter* / Mystic THAC0Magic User ExpMagic User THAC0Thief ExpHear Noise
0-2,00018-2,00018-200018-2,00025
1018018018030
22,000182,600183,300181,60035
33,900185,200186,500183,20040
47,8001810,4001713,000186,30045
515,6001720,8001726,0001812,50050
632,5001741,6001752,0001726,00054
765,0001783,20015104,0001752,00058
8130,00017156,00015195,00017104,00062
9260,00015312,00015390,00017208,00066
10390,00015468,00013585,00017364,00070
11520,00015624,00013780,00015520,00074
12650,00015780,00013975,00015676,00078
13780,00013936,000111,170,00015832,00081
14910,000131,092,000111,365,00015988,00084
151,040,000131,248,000111,560,000151,144,00087
161,170,000131,404,000**91,755,000131,300,00090
171,300,000111,560,00091,950,000131,456,00092
181,430,000111,716,00092,145,000131,612,00094
191,560,000111,872,00072,340,000131,768,00096
201,690,000112,028,00072,535,000131,924,00098
211,820,00092,184,00072,730,000112,080,000100
221,950,00092,340,00052,925,000112,236,000102
232,080,00092,496,00053,120,000112,392,000104
242,210,00092,652,00053,315,000112,548,000106
252,340,00072,808,00033,510,000112,704,000108
262,470,00072,964,00033,705,00092,860,000110
272,600,00073,120,00033,900,00093,016,000112
282,730,00073,276,00024,095,00093,172,000114
292,860,00053,432,00024,290,00093,328,000116
302,990,00053,588,00024,485,00093,484,000118
313,120,00053,744,00024,680,00073,640,000120
323,250,00053,900,00024,875,00073,796,000122
333,380,00034,056,00025,070,00073,952,000124
343,510,00034,212,00015,265,00074,108,000126
353,640,00034,368,00015,460,00074,264,000128
363,770,00024,524,00015,655,00054,420,000130
* Cleric levels include Druid Levels, Fighter Levels include Paladin/ Knight/ Avenger Levels.
** Highest level for a Mystic



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Thank you to Mr. Welch for the Lupin Writeup for 5th Ed

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