Lupire (5e Creature)
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Lupire[edit]
Large undead (shapechanger), neutral evil Armor Class 17 (natural armor)
Skills Athletics +13, Perception +10, Stealth +12, Survival +10 Shapechanger. The lupire can use its action to polymorph into a dire wolf, a giant bat, or its true form, a bat-wolf-humanoid hybrid. Its statistics, other than its AC, are the same in each form. The lupire can’t speak in its dire wolf or giant bat forms and can’t fly in its dire wolf form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Certain Death. The lupire's scimitar is a weapon of certain death (EGW page 270). Keen Hearing and Smell. The lupire has advantage on Wisdom (Perception) checks that rely on hearing or smell. Legendary Resistance (3/Day). If the lupire fails a saving throw, it can choose to succeed instead. Regeneration. The lupire regains 20 hit points at the start of its turn if it has at least 1 hit point. If the lupire takes damage from holy water, it regains only 10 hit points at the start of its next turn. Sunlight Sensitivity. While in sunlight, the lupire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Unusual Nature. The lupire doesn’t require air. ACTIONSMultiattack (Hybrid Form). The lupire makes three attacks: one with its scimitar, one with its claws, and one with its bite. Bite Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 14 (4d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the lupire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Claws (Hybrid Form Only). +13 to hit, reach 5 ft., one target. Hit: 16 (3d4 + 6) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 21). Scimitar (Hybrid Form Only). +13 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage. The target must succeed on a DC 14 Constitution saving throw or the lupire gains advantage on its next bite attack against the target. Charm. The lupire targets one humanoid it can see within 30 feet of it. If the target can see the lupire, the target must succeed on a DC 19 Wisdom saving throw against this magic or be charmed of the lupire. The charmed target regards the lupire as a trusted friend to be heeded and protected. Although the target isn't under the lupire's control, it takes the lupire's requests or actions in the most favorable way it can, and it is a willing target for the lupire's bite attack. Each time the lupire or the lupire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the lupire is destroyed or takes a bonus action to end the effect. Terrify. The lupire targets one humanoid it can see within 30 feet of it. If the target can see the lupire, the target must succeed on a DC 19 Wisdom saving throw against this magic or be frightened of the lupire for 24 hours or until the lupire is destroyed or takes a bonus action to end the effect. As a bonus action, the frightened target can repeat the saving throw, ending the condition on a success or taking 9 (3d6) psychic damage on a failure. Pack of the Night (1/Day). The lupire magically calls 1d4 vampire spawn, provided that the sun isn't up. While outdoors, the lupire can call 1d6 werewolves instead. While in its lair, the lupire can call 1d4 gnoll vampires instead (IDRotF page 290). The called creatures arrive in 1d4 rounds, acting as allies of the lupire and obeying its spoken commands. The creatures remain for 1 hour, until the lupire dies, or until the lupire dismisses them as a bonus action.
LEGENDARY ACTIONSThe lupire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lupire regains spent legendary actions at the start of its turn. Claws. The lupire makes one attack with its claws. Move. The lupire moves up to its speed without provoking opportunity attacks. Bite (Costs 2 Actions). The lupire makes one bite attack. |
Lupires are vampires empowered by lycanthrophy, creating something far more dangerous than either separate monster. Wolfblood. To become a lupire, a vampire first must starve themself of all blood for a month, from the night of a full moon to the next full moon, tracking each phase change from dusk until dawn. On that last night, the vampire, now extremely weakened and hungry, must hunt down and drain only werewolves until they have drunk their fill. Even a drop of blood from another creature will end the ritual. Once full to the point of nausea, the vampire then has to wait until the dawn and, in direct sunlight, will themselves to transform into a lupire before the sun leaves the horizon. This final step is the most dangerous as once started, it can only mean success or an ashen death, explaining why most vampires are unwilling to try as a secondary reason to few knowing of it. If successful, the lupire rises impervious to damage from the ravages of the sun, though still photosensitive and weakened by it, and purged of their other weaknesses to be replaced with wild strength. Beast Unleashed. Once they settle into their new form, a lupire may notice their emotions and aggression heightened compared to a vampire base. While by no means reckless, few lupires are willing to plot for centuries for time to grant their wishes when their power can get them their desires so much quicker. As such, lupires tend to be far less covert than vampires in their dealings, though their capability for stealth is not diminished beyond their loss of a mist form and humanoid forms in exchange for more bestial shapes. The new wings don’t hurt either. Pack Master. Thanks to their diet expanding to include all warm-blooded mammals and no longer being bound to a grave site or coffin, lupires can retreat to more sparsely populated areas away from humanoids to plot and build lairs. Many do so as their bestial nature rejects the trappings of civilization in pursuit of a hunter’s freedom. Lupires lack the ability pass on either their vampiric or lycanthropic curses, but they retain control over any existing vampire spawn they created previous to their own metamorphosis and can dominate werewolf packs just as easily. Some also end up as heads of their own collectives of semi-feral vampires as well. A Lupire's LairUnlike the notoriously refined and metropolitan tastes of most vampires, lupires prefer a more rustic place to call home. That by no means implies a plan to rough out their immortality in a cave. They instead make their lairs in elaborate or at least large hunting lodges and rural manors, often decorated with the heads of their most prize prey, bestial and humanoid alike, and washed in darkened earth tones. Most often these abodes are built with extensive catacombs or cellars for their more light vulnerable peers and subordinates, but few that undertake the lupire ritual completed it just to return to hiding in their basement. Regional EffectsThe region surrounding a lupire's lair is warped by the creature's unnatural presence, creating any of the following effects:
If the lupire is destroyed, these effects end after 3d6 days. Lair ActionsOn initiative count 20 (losing initiative ties), the lupire takes a lair action to cause one of the following effects; the lupire can't use the same effect two rounds in a row:
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