Lupox (5e Race)
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|Work In Progress|
|“||Some say beast races are savages, but I've seen more savage behavior from someone who claims to be superior.||”|
Lupox are humanoid in shape, with well-muscled bodies and covered in fur that ranges from stark white to brown, grey and black. Males tend to be taller than human average, ranging from 6’6" to 7'2" feet, while females are typically smaller, ranging from 5'11" to 6'6” feet tall. They often move in a crouched posture when in the company of others, standing straighter otherwise, they are seen also moving between all fours and two legs smoothly while their companions walk normally alongside. Their faces have a bestial cast, with an elongated snout, large eyes, sharp teeth, and pointed wolf ears. Their forearms and lower legs sometimes grow longer hair, and the hair of their heads is often thick and worn long. Their eyes tend to brown, blue and occasionally yellow, and their fingers are tipped by wide, sharp claws. Initially, they mature faster than most races, reaching childhood in a year or so and adulthood after only 15 years. This accelerated maturation slows over time and they have been even known to live past 125. Lupox can be versatile, but oftentimes are filtered out into pack bloodlines, and their heritage can vary quite wildly, enough that a Lupox can boast of one ability that another of their kin completely lack. It seems to follow a set pattern of versatility.
In Ancient Times, a far off village on the islands of yore was in great peril. Crops withered, cattle died, children sickened, and their survival was on the precipice of teetering into obscurity. In desperation for their clans and peoples to see a new dawn, a Council of Elders was erected and their first order of busness was to begin entreating with some of the spirits of the world they lived in. Heaven, Hell, Fey, even Otherworldly--as long as they would live prosperously and without fear of danger, any price would be necessary. Until one day, a smaller soul stumbled upon a shrine long since forgotten, and awoke a being that had never been recorded in past histories; Something old, but something new: The Arbiter.
The Arbiter in appearance was a great wolf larger than most houses, and its fur held a multitude of colors that seemed to shimmer in an ethereal way in the sunlight. Golden swirls adorned his frame, seeming the only constant, with one of its eyes being golden and the other a dark shade of green. When hearing the plight of the islanders and the person who roused it from its slumber, the smaller soul was placed upon is back and walked to entreat with the congregated Elders. This solemn pact seemingly offered stronger bonds of a new kind, but this powerful creature could not stay in the material plane for very long, now that it had awoken. Its price? A mate from amongst the People that would be spirited away from them.
It took much debating amongst the villages, but they agreed. In so doing one of their number that tended quietly tended the crops vanished shortly thereafter. The crops grew, the cattle fattened, and the children played in better health. The world around them turned lush, and so the villages prospered anew. Fifteen years later, the Council of Elders reconvened one more time to give thanks to the Arbiter for what they have been given, but their festivities were cut short by a great and haunting howl from which the source could not be determined
Until finally, the smaller soul from that fateful day called to the village as he pointed to the forests and greenery of the island. Tall figures adorned in fur of different colors marched towards the Village. From one howl came many, and a gentle song wove itself into the air. The leader of this group stood before the Council of Elders, bowing his head. The Arbiter had finally deemed to send them his second blessing: His firstborn children, of which the numbers were many. There were others, but they scattered to the winds of the world to learn to survive and craft bonds of their own; But the ones before them were to be protectors, siblings, and friends.
Even as the histories of the First Lupox came to be, the village faded back into age old story and legend. The other multitudes of children went to other places within the world and so did dwell there. Later generations would adopt different philosophies than the first, and it became clear that survival and war would be no stranger to this new race. Only time will tell what will become of these others, but they are part of a requiem for the new world.
Many races feel uncomfortable around Lupox, the same way they feel around any large predator and it does not help with the reputation they obtained for the similarities shared with werewolves. Of course, some grow to appreciate individual Lupox despite their natural aversion, and humans, in general, get along well with them. For their part, Lupox are accustomed to distrust and don’t expect better treatment from members of the other races, although some try to earn respect and companionship through acts and deeds.
The personality and behavior of Lupox are influenced by their animal natures. Many of them are gruff and quick to anger, while others can be known to be intelligent, loyal, and patient. They are social creatures and will seek out company among their own kind or others. This has led them to be generally better accepted in cities. Just as wild wolves are carnivores, Lupox usually as a whole, have a predatory personality and will think of most activities or hobbies in terms of hunting and prey. They view survival as a challenge, striving to be team-oriented, adaptable, and resourceful.
Lupox typically uses the same names as humans in their realms, often followed by a surname that summarizes a deed or is decided upon by a major distinguishing characteristic.
Male - Gerard, Nero, Cedrik, Corliss, Graen, Samson
Female - Jinna, Gracen, Kodo, Leslie, Rikki, Sylvana
Surnames - Orcslayer, Ghostpelt, Darkfoot, Redeye
A race of muscular humanoid wolves.
Ability Score Increase. Your Strength or Constitution score increases by 2, and any other score increases by 1.
Age. Lupox reach adulthood around the age of 15 and can live over 125 years.
Alignment. Lupox are usually neutral, and tend toward lawful alignments, with some acknowledging that good should be perpetuated in the world.
Size. Lupux are between 6 and 8 feet tall and weight over 200 pounds. Your size is Medium
Speed. Your base walking speed is 30 feet.
Natural Weapons. When doing an unarmed attack, you can instead use your bite or your claws in which you are proficient. When you bite your damage is 1d6 piercing damage. If you use your claws your damage is 1d6 slashing damage.
Darkvision. In the dark, you have a wolf’s keen senses. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Shapeshifter. Lupox can tap into their heritage to take on the form of a wild wolf, a dog, or a fox. This can be done as a bonus action and at will. It lasts until the Lupox changes back, or until it loses consciousness. This form is the same throughout the Lupox’s life and can not be altered. This animal form uses the standard statistics from the monster manual but retains the Lupox skills and feats. Any damage inflicted on this form is subtracted from your Hit Points.
Languages. You know how to speak, read and write Common and Canide. Canide is a language that is a combination of soft howls, barks and grunts that are similar to other canine sounds and that is written with elvish script.
Night-Eyes You were either born with an eagle eye or have honed your eyesight to be able to see twice as far as a human in the dark, being able to see 60 ft in the dark as if it was bright light, as well as seeing 120ft in darkness as if was in dim light, however it is only in shades of gray;
Random Height and Weight
|6′ 0″||+2d12||150 lb.||× (1d3) lb.|
*Height = base height + height modifier
When creating a character of this race, you can use the following table) of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.
|1||I am made of tougher stuff than the average person, and not quite as quick to react to dangerous effects.|
|2||When bonded with a pack/clan, I am theirs without reservation.|
|3||I am willing to be blunt and say what people may be thinking.|
|4||I enjoy the thrill of the wild more than I should.|
|5||I show my clan/pack that I am reliable.|
|6||I can be overly harsh in regards to other peoples' spiritual beliefs.|
|7||My beliefs are judged by actions, not words.|
|8||I actively hoard proverbs for special occasions to preserve my wit.|
|1||Sincerity. There's no good pretending to be something I feel I am not. (Neutral)|
|2||Perseverance. I must prove that I can handle myself, so I can aid others.|
|3||Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)|
|4||In civilization and in nature, there are harsh laws that must be followed. (Neutral)|
|5||There is nothing wrong with defending your family, but always remember that a family can grow little by little. (Good)|
|6||Responsibility. If I must be a protector, let my guiding shield aid those with good hearts. (Lawful)|
|1||Respect. People deserve to be treated with dignity and respect. (Good)|
|2||Destiny. Nothing and no one can steer me away if a true higher calling demands it.|
|3||Blood of the family, but family needn't be blood.|
|4||All people, rich or poor, deserve respect or honor.|
|5||People. I help people who help me--that's what keeps us alive. (Neutral)|
|6||Community. We have to take care of each other, because no one else is going to do it for us.|
|1||My social skills aren't up to par with other races.|
|2||While not inept, I may be unlucky with newer technologies.|
|3||Sometimes I don't question bad decisions my pack/clan has made.|
|4||I sometimes watch my younger friends as if they were a litter of newborn pups.|
|5||Oftentimes I am unwilling to compromise if my pack is in danger.|
|6||I am unwilling to compromise on 'civilized' religions.|