Lupin

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Go ahead. Call him a "good boy", he dares you...

/tg/ and the furry fandom have long had a great deal of hostility towards each other. And yet, hate and love can be said to be two sides of the same coin. Furries have often shamelessly involved themselves in roleplaying games, from the likes of Ironclaw and its weeaboo spin-off Jadeclaw to Teenage Mutant Ninja Turtles And Other Strangeness. And yet, even more mainstream games have thrown them some encouragement. Take, for example, the Lupins...

This Dungeons & Dragons race is truly ancient - back to the days of the Old World of Mystara, in the first edition of the game. They began as a race of pseudo-French anthro dogs, living in the kingdom of Renady (later respelled as Renardie), and first appeared in the modules X2: Castle Amber (1981) and X9: Savage Coast (1985). They weren't fleshed out until Dragon Magazine #179 (1992), where their kingdom was described in the chapter of "The Voyage of the Princess Ark" serial. This was later followed up in issue #181 (1992), which likewise examined Renardy and gave the first ever playable stats for the species. After that, they would be redescribed in various ways by various AD&D Mystara sourcebooks; the Mystara Monstrous Compendium would describe them as Amerindian-inspired plains-dwelling tribals, whilst Red Steel, which converted them for use in Advanced Dungeons & Dragons, would again revert to the kingdom of Renardy origin, as would the "Odyssey: Savage Coast of Mystara" books. Ultimately, it would be established in Dragon #325 (their 3rd ed update) that there are three cultural groups of Lupins; Tribal, Nomadic and Renardie, neatly handwaving all of this.

Initially, Lupins were said to come in a massive array of dog-like forms, resembling all manner of distinctive breeds... which explains the insanity of their Dragon #237 stats below. Around 2nd edition, their artwork started portraying them more as wolf-like, and this is how they came to be described in 3rd edition.

Likewise, they have undergone changes in lore as well. When they first appeared, they were generally believed to be the result of interbreeding between humans and gnolls. Then, in their first racial writeup, that was changed to being the result of interbreeding between gnolls and a now-lost race of highly advanced yet cruel jackal-people called the Hutaakans. Then the Hutaakan connection was removed and it was left unknown if they were human/gnoll hybrids or a strain of werewolves who had somehow gained control over themselves at the cost of being trapped in hybrid form permanently. And so forth.

Basic D&D stats[edit]

Statistics for Lupin player characterss under the Basic Dungeons & Dragons system first appeared in Dragon Magazine #181, alongside their Rakasta neighbors from Bellayne. Ironically, they wouldn't reappear in the Champions of Mystara boxed set the way that the cat-people would.

Would-be lupin players were told to use the rules for Human PCs, with the following changes:

Lupins can be of any class that humans can be, including Paladin, Druid and Mystic
A lupin PC start with 2 Hit Dice at first level, using the hit dice for the chosen class.
A lupin PC starts with an XP debt of -2200 XP, which must be paid off before any class abilities an be used.
Lupin PCs suffer a -30% penalty on all XP gains.
Lupin PCs have a maximum Intelligence and Wisdom value of 17.
Lupins must respect all ability limitations that are normally part of their chosen class.
Lupins have no level limitations.
Lupins only apply their Constitution adjustments to hit points once per class level, until they reach 9th level.
Lupins fight and save as the 'better of either their chosen character class or 2 HD Monsters.
Lupins have incredible senses. They possess Infravision 60', can Hear Noise as if they were a Thief of equivalent level, can Detect Invisible in a 10' radius, and are only surprised on a D6 roll of a 1.
Lupins have the ability to Track by Scent, which requires an Intelligence check (penalize by 3 points if the scent trail is 1 day old, and by +1 point per day after).
Lupins can also recognize an individual or creature they have met before by its scent if they succeed on an Intelligence check.
Lupins can automatically detect if an individual is a werewolf.

Advanced D&D stats[edit]

A Renardie lupin showing off why you don't fuck with a wolfman duelist.

The first introduction of lupins as a PC race in Advanced Dungeons & Dragons happened in the Red Steel mini-setting for Mystara, though their stats would be reprinted without any real change in "Savage Coast of Mystara", part of TSR's "Odyssey" book line. Their stats in this edition were as follows:

Ability Score Modifiers: +1 Strength and Constitution, -1 Intelligence and Wisdom.
Ability Mins/Maxes: Minimum Strength and Constitution of 8, maximum of 18 in all other values.
Classes: Fighter 13, Ranger Unlimited, Wizard (Mage, Abjurer, Diviner, Evoker, Necromancer) 12, Cleric 15, Druid 13, Thief 13, Bard 9, Psionicist 8, Dual Classes
Base Armor Class: 10
Infravision 60 feet
99% chance to identify a werewolf upon encountering one
15% chance to identify a polymorphed or otherwise transformed lupin
+4 bonus to saving throws to detect invisible creatures
Automatically gain Blind-Fighting proficiency
Gain Tracking proficiency points equal to half Wisdom (rounded up), with a +6 bonus for lupin rangers, increasing to full Wisdom if proficiency points are spent in Tracking
Can recognize the smell of a person or creature they have encountered before; recognizing race is automatic, a specific individual requires an Intelligence check
35% + 2% per level chance to Detect Noises
-2 penalty to saving throws vs. attacks based on odor or sound
Ingested wolfsbane is a Type J poison, injected wolfsbane is a Type P poison

The Many Breeds Depiction[edit]

As mentioned above, these stats first appeared in Dragon #237, which focused on the Lupins as dog-people from the pseudo-French kingdom of Renardy. When they first appeared in The Voyage of the Princess Ark, Lupins were described as coming in all sorts of canine shapes and sizes and... well, Advanced Dungeons & Dragons was a complicated time, and so the author of their article decided to embrace the possibility for specific strains of lupin, resulting in the insanity you see below.

Firstly, you gotta choose what kind of Lupin you are; there are eight "Breed Types", which determine class restrictions and max levels, causes adjustment to thieving skills, and affects their ability score minimums and maximums.

Then, you have to choose a specific Lupin race, which affects your ability score modifiers, movement value, bite damage and sense category, as well as potentially giving you other unique racial traits.

Lupins dual-class like humans instead of multi-classing. Also, they cannot be generalist wizards; all lupin mages are Diviners, Abjurers, Evokers/Invokers or Necromancers.

Guardians are the largest, strongest and most protective of the Breeds. They have a Minimum Strength of 12 and a Maximum Intelligence of 16. They can become 15th level Fighters, 12th level Rangers, 15th level Clerics, 9th level Druids, and 9th level Bards.

  • Doggermen have +1 Strength, -1 Intelligence, a movement value of 12, a bite that inflicts D6+1 damage and Medium Senses. They gain a +2 bonus to Intelligence checks relating to memory, observation or deduction and a free proficiency point in Intimidation.
  • Maremmas have +1 Strength and Charisma, -1 Dexterity and Intelligence, a movement value of 12, a bite that inflicts D6+1 damage and Medium Senses. They can become Paladins of up to 12th level, uniquely among their Breed. Maremmas can only be surprised by a roll of a 1 on a d6 and can make a Wisdom check to try and spot hidden foes.
  • Mastiffs have +2 Strength, +1 Constitution, -1 Intelligence, -1 Dexterity, -1 Wisdom, a movement value of 12, a bite that inflicts D6+2 damage and Low Senses. Their durability and stubbornness are incredible; when they take damage equal to or greater than 1/3rd of their current hit point total, half of the damage (rounded down) is converted into "stun damage", with the mastiff only falling when the combined damage totals reduces them to zero hit points. If they are not killed (reduce them to -10 HP), they wake up in d6+4 (minus Constitution bonus) rounds, shrugging off all stun damage. They are also immune to magical and mundane sources of fear.
  • Pit-bulls have +1 Strength, +1 Dexterity, +1 Constitution, -2 Wisdom, -2 Charisma, a movement value of 12, a bite that inflicts D8 damage and Low Senses. They can become Thieves of up to 9th level, uniquely among their Breed. Most commonly seen in bull-fighting arenas, these lupins receive a +1 bonus to attack rolls against bulls and bull-like creatures, such as gorgons and minotaurs. They have a berserker rage that makes them extra ferocious as fighters (either +2 to attack rolls, or +1 attack per round plus immunity to fear) at the cost of being unable to stop a fight before finishing it without passing a Wisdom check first.
  • Shar-Peis have +1 Strength, +1 Constitution, -2 Charisma, a movement value of 12, a bite that inflicts D6+1 damage and Low Senses. With a natural proficiency with polearms, they receive a +1 bonus to attack rolls with them and can forfeit all of their attacks in a round whilst wielding one to instead automatically deflect (difference between a shar-pei's attack roll and its THAC0) enemy attacks for that round. Any deflected attacks that would not have penetrated the shar-pei's THAC0 anyway result in the attacker taking damage.
  • Wolvenfolk have +1 Strength, +2 Constitution, -1 Intelligence, -1 Wisdom, -1 Charisma, a movement value of 12, a bite that inflicts D6+1 damage and Medium Senses. They are the only Guardian Breed Lupins who can become Wizards, and are restricted to the Necromancer specialist wizard class. Bonded to Saimpt-Loup, the Immortal of death, mercy, and survival of the fittest, a wolvenfolk is granted some protection against death; so long as its alignment is not Lawful Evil, when a wolvenfolk meets an untimely death, it can make a Constitution check. On a success, it will revive in d4+2 rounds with one hit point, but this resurrection will cost it 2 levels and 1 Constitution pioint, and move it one step closer towards Lawful Evil. At Lawful Evil, it is too aligned with its patron Immortal and can no longer beg for such mercy. Additionally, wolvenfolk cannot be raised from the dead.
  • Ye Greate Dogges have +2 Strength, +1 Charisma, -1 Dexterity, -1 Constitution, a movement value of 15, a bite that inflicts 2D4 damage and Medium Senses. These lupins gain a free proficiency point in Leadership and can, once per day, radiate a 25ft aura of inspiration that is comparable to a Bless spell.

Hunters are the races specialising in searching, retrieving and, obviously, hunting. They have a Minimum Intelligence of 12 and a Maximum Strength of 16. They can become 9th level Fighters, Rangers of any level, 9th level mages, 15th level clerics, 13th level Druids and 9th level Bards.

  • Basset Hounds have +1 Constitution, -1 Strength, a movement value of 9, a bite that inflicts D4+1 damage and High Senses. Bred to hunt low to the ground, they have a 90% chance of hiding in high grass and other dense vegetation, can see through dense vegetation to a range of 60 feet as per infravision in darkness, and receive a free proficiency point in Hunting and Outdoor Survival.
  • Beagles have +1 Intelligence, -1 Strength, a movement value of 9, a bite that inflicts D4+1 damage and High Senses. Beagle Bards do not suffer from level restrictions in that class. They receive a free proficiency point in Exploration and a +3 bonus to encounter reaction checks.
  • Bloodhounds have +2 Constitution, -2 Dexterity, a movement value of 9, a bite that inflicts D6+1 damage and High Senses. Bloodhounds may, twice per day, reroll a failed Track or Recognize by Scent check. Once per adventure, they may make an Intelligence check to "follow a hunch" and try to solve a problem that confounds them.
  • Chow-Chow have +1 Constitution, -1 Dexterity, a movement value of 12, a bite that inflicts D6 damage and High Senses. Originally bred by Ogre Magi as a delicious race of slave hunters, they have held a grudge against their former masters ever since their freedom. Chow-Chow have a 50% + their level chance to recognize a polymorphed being despite their transformation, which increases to 90% + their level if the being they are studying is really an ogre mage, and have a +1 bonus to initiative when in combat.
  • Foxfolk have +2 Dexterity, +1 Wisdom, +1 Charisma, -2 Constitution, -1 Strength, a movement value of 12, a bite that inflicts D4+1 damage and High Senses. Foxfolk druids do not suffer level restrictions, but Foxfolk cannot become Clerics. They have a unique "trap sense" that forces the DM to roll a d6 whenever the foxfolk is near a trap; on a 3+, the foxfolk becomes aware that there is danger nearby, although not its location or origin.
  • Golden Retrievers have +1 Dexterity, +1 Charisma, -2 Wisdom, a movement value of 12, a bite that inflicts D6 damage and High Senses. They can become Paladins of up to 9th level, uniquely among their Breed. They gain a +1 to hit bonus with bows and slings, but must pass a Wisdom check to avoid chasing after any handheld object thrown at, by or away from the Lupin, unless it's obvious that chasing it would be deadly. DMs can assign bonuses or penalties to this Wisdom check as they see appropriate. Retrievers increase their Dexterity for two rounds if they fall into "retrieve!" mode.
  • Ispan Pistoleros have +1 Intelligence, -1 Constitution, a movement value of 9, a bite that inflicts D4+1 damage and High Senses. They are automatically proficient with firearms, and receive a +1 bonus to initiative and attack rolls with such weapons. They also receive a free proficiency point in Gunsmithing.
  • Nithian Ramblers have +2 Wisdom, +1 Dexterity, +1 Intelligence, -2 Strength, -2 Constitution, a movement value of 15, a bite that inflicts D4+1 damage and High Senses. Nithian Rambler clerics who choose a Nithian Immortal as their patron deity have no level restriction on their Cleric class. They can make a Wisdom check with a -2 penalty to sense if another Lupin bears Hutaakan blood in their lineage.
  • Renardois Folk have +1 Dexterity, -1 Wisdom, a movement value of 12, a bite that inflicts D6 damage and High Senses. Natural swashbucklers, the usual level restriction for Hunter Lupin fighters is waived for a Renardois Folk who has taken the Swashbuckler kit. Equally adept at pissing people off, they receive a free proficiency in Taunt.

Shepherds are races traditionally associated with lives as herders and livestock farmers. They have a Minimum Wisdom of 12 and a Maximum Strength of 16. They can become 13th level Fighters, 12th level Rangers, 9th level mages, Clerics of any level, 9th level Druids and 13th level Bards.

  • Heldann Shepherds have a movement value of 12, a bite that inflicts D6 damage and Medium Senses. They receive +2 non-weapon proficiency points at first level and gain +1 non-weapon proficiency point each time they would naturally gain proficiency points. They have a +1 bonus to initiative rolls.
  • Shag-Heads have +1 Wisdom, -1 Dexterity, a movement value of 12, a bite that inflicts D6 damage and Medium Senses. Mystical beings, they are natural vassals for the Immortal Truth; at the DM's discretion, a shag-head may receive a vision of an important event (the death of an important person or someone of significant relation to the party, the crowning of a monarch, a battle, a storm, a building collapsing, a sinking ship, the anger of an Immortal, the awakening or birth of a creature of great good or evil, an approaching peril, etc.) once per adventure. During this augury, the shag-head levitates and shifts into a intangible, luminescent state, returning to normal in D4+2 rounds with all wounds cured. A shag-head must pass a Wisdom check to remember what they said during this trance. A shag-head may also choose two of the following skills; not only does it receive a free proficiency point in each of the skills chosen, all checks made for that skill receive a +1 bonus: Religion, Spellcraft, Astrology, Ancient Languages.
  • Stagovich Herders have +1 Strength, +1 Dexterity, -2 Intelligence, a movement value of 12, a bite that inflicts D6 damage and Medium Senses. Very protective of their traditional flocks of sheep and goats, this crosses into mildly xenophobic tendencies; a Stagovich Herder has an 80% chance to detect evil intent that is directed at itself, its allies or its flock, though this sense only warns the lupin that such intent is about, not where it is coming from or why. They have a free bonus proficiency point in Appraisal, Animal Handling and Animal Lore when making such checks related to sheep or goats.

Workers are those races who form the backbone of lupin society, specializing in various hard labors. They have a Minimum Constitution of 12 and a Maximum Intelligence of 16. They can become 13th level Fighters, 15th level Clerics, Druids of any level, and 9th level Thieves and Bards.

  • Eusdrian Bulldogs have +1 Strength, -1 Charisma, a movement value of 9, a bite that inflicts D4+1 damage and Low Senses. They receive a free proficiency point in Intimidation and their thunderous bark mimics the effects of a Fear spell that affects all within a 30ft radius for 1d4 rounds (save vs. paralyzation to negate).
  • Glantri Mountaineers have +2 Strength, -1 Dexterity, a movement value of 9, a bite that inflicts D6+1 damage and High Senses. They can become Rangers of up to 15th level, uniquely among their Breed. They receive a free proficiency point in Mountaineering, Orienteering and Yodeling, and can Lay On Hands as if they were a Paladin.
  • Gnomish Snoutzers have +1 Dexterity, +1 Wisdom, -2 Strength, a movement value of 12, a bite that inflicts D4+1 damage and High Senses. They can accurately predict natural weather up to 6 hours in advance and have an inherent 80% chance to Pass Without Trace and Hide when attempting to use such skills in woodland terrain.
  • Norwold Malamutes have +2 Constitution, -1 Intelligence, -1 Wisdom, a movement value of 12, a bite that inflicts D6+1 damage and Medium Senses. They can become Rangers of up to 15th level, uniquely among their Breed. They are also unique amongst their breed in that they can become Druids, of unlimited level. When unencumbered, they can move across snow at their full normal speed. They also receive a +2 bonus to all saving throws vs. cold-based attacks.
  • Zvornikian Sentinels have +1 Wisdom, +1 Charisma, -1 Strength, -1 Intelligence, a movement value of 15, a bite that inflicts D6 damage and Medium Senses. They can become Paladins of up to 9th level, uniquely among their Breed. Natural fire-fighters, Zvornikian Sentinels receive a +2 bonus to all saving throws against fire-based attacks, which increases to a +3 bonus if they achieve membership in the elite fire-fighting regiment "The Knights of the Order of the Ember". Sentinels can also smell fires larger than common campfires with a +2 bonus to the attempt (+5 bonus for a blaze; 1 penalty per mile away).

Vermin Hunters are smaller lupins who once specialised, as their name suggests, in killing rats and other pests. They have a Maximum Strength of 12 and a Dexterity of 19. They can become 9th level Fighters, Rangers, Wizards and Druids, 6th level Bards, 15th level Clerics, or Thieves of any level.

  • Blue Bandits have +2 Charisma, -2 Wisdom, a movement value of 12, a bite that inflicts D4+1 damage and Medium Senses. They can mask their scent, causing other lupins to automatically mistake their scent for that of another lupin (Bloodhound Lupins have a 50% chance to resist this trait). They also receive a free proficiency point that must be placed in either Gambling, Forgery or Finances.
  • Burrow Bandits have +1 Dexterity, +1 Constitution, -2 Wisdom, a movement value of 6, a bite that inflicts D4+1 damage and Medium Senses.
  • Das Hunds have +2 Dexterity, -2 Constitution, a movement value of 6, a bite that inflicts D4 damage and Medium Senses. Adroit rogues by nature, a Das Hund can either start with 90 thieving skill points instead of 60, or gain the ability to receive a 6 words or fewer answer to the question "what is this person's next immediate course of action?" by staring into a target's eyes for at least 1 minute and passing a Wisdom check.
  • Fennecs have +2 Dexterity, -2 Strength, a movement value of 6, a bite that inflicts D2 damage and Medium Senses. Preternaturally lucky, once per day, a Fennec may cause an immediate reroll of a single dice rolled by itself, an ally or an enemy. Their incredibly large ears give them correspondingly sharp hearing; they have a base Hear Noises chance of 40% + 2% per level.
  • Hounds of Klantyre have +1 Wisdom, -1 Constitution, a movement value of 6, a bite that inflicts D4 damage and Medium Senses. When facing rat-sized creatures with no magical defenses, Hounds of Klantyre who are wielding shortsword or smaller-sized weapons gain +1 attack per level they have. Hounds with the Cleric class treat their Turn Undead ability as if they were two levels higher; Hounds without the Cleric class instead are protected against the undead as if they were under the effects of a Protection from Evil spell. They can detect "type of undead" in the same fashion as detecting a race through the use of their scent ability.

Wee Folk are the smallest races of lupins, roughly analogous to lap-dogs and other "housepets". They have a Minimum Intelligence of 12 and a Maximum Strength of 10. They can become 15th level Rangers and Wizards, 13th level Druids and 6th level Thieves.

  • Bouchons have +1 Wisdom, -1 Dexterity, a movement value of 9, a bite that inflicts D2 damage and Low Senses. Small but hardy and gregarious, they are expert vintners; bouchons treat their Constitution as 19 when drinking alcohol, save vs. poison as per dwarves, and receive a free proficiency point in Winemaking.
  • Carrasquitos have +2 Dexterity, -2 Constitution, a movement value of 6, a bite that inflicts 1 damage and Low Senses. They can become Clerics of up to 9th level, uniquely among their Breed. Surprisingly savage for their small size, Carrasquitos must pass a Wisdom check to willingly break away from an unfinished fight. They can move through overgrown terrain as per a 3rd level druid and any humanoid of gnollish size or greater suffers a -4 penalty to their To Hit rolls against a carrasquito.
  • Cimarron Hairless have +2 Intelligence, -1 Constitution, -1 Charisma, a movement value of 9, a bite that inflicts D2+1 damage and Low Senses. They have infravision 90 feet, are immune to paralysis caused by ghouls and other undead, and can detect secret doors on a 1-2 of a d6.
  • Ochalean Houndling have +2 Wisdom, -2 Charisma, a movement value of 6, a bite that inflicts D2 damage and Low Senses. These docile and passive lupins have a knack for avoiding trouble; in addition to a free proficiency point in Etiquette, a houndling who becomes involved in a conflict involving at least two other people besides themselves can cause the source of the trouble to focus on someone other than the houndling. This requires a Wisdom check whilst moving at MV 3 until completely out of sight, groveling and wheedling all the way.
  • Ochalean Crested have +2 Intelligence, -1 Constitution, -1 Charisma, a movement value of 9, a bite that inflicts D2 damage and Low Senses. Their level restriction in the Ranger class is 18th level rather than 15th. Once per day, an Ochalean Crested Lupin can switch out a memorized spell in order to duplicate the effects of another memorized spell of lower value. Additionally, they receive a free proficiency point in spellcraft.
  • Papillons have +2 Dexterity, -1 Constitution, a movement value of 9, a bite that inflicts D2 damage and Low Senses. They are natural escape artists, capable of escaping any bonds with a Dexterity check (although at a -5 penalty for magical bindings), squeezing into any tunnel that is at least a foot in diameter, and, for thieves, increasing its Open Locks skill by +15%.

Nomads are free-roving races from the margins of Renardy. They have a Minimum Dexterity of 12 and a Maximum Strength of 16. They can become 15th level Rangers and Clerics, 13th level Fighters, Druids and Bards, 9th level mages or 6th level Thieves.

  • Long-Runners have +1 Dexterity, -1 Intelligence, a movement value of 18, a bite that inflicts D4 damage and Medium Senses. They receive a free proficiency point in Endurance and Appraisal. They treat their Constitution as being (value + (10 + 1/2 Constitution {rounded up}) when it comes to moving quickly over long distances. When a small, prey-like creature flees from a Long-Runner, it must make a Wisdom check to avoid chasing it, as per a Golden Retriever.
  • Borzoi have +1 Dexterity, -1 Intelligence, a movement value of 18, a bite that inflicts D4 damage and Medium Senses. Bred to hunt and kill lycanthropes, their saliva contains compounds that are toxic to so such shapechangers; a borzoi's bite is treated as being a silver weapon when attacking a lycanthrope, and forces a lycanthrope to make a save vs. poison or temporarily lose a Constitution point, being rendered unconscious and forced back to its true form at zero Constitution. Borzoi lupins are immune to lycanthropy themselves.

Mongrels, finally, represent those lupins so mixed in ancestry that it's impossible to tell what their specific lineage involves. They can become Paladins of any level, 15th level mages, 13th level Fighters, Clerics and Druids, 12th level Rangers, or 9th level Thieves.

  • Basic Lupins get +1 Strength and Constitution at a penalty of -1 Intelligence and Wisdom. Their movement value is 12, they do D6 damage with their bite, and they have High Senses.
  • Lupin Mutts randomly generate their ability penalties by rolling a D20 for each ability category; a result of 1 results in a -2 penalty to that category, a result of 2-5 indicates a -1 penalty, a result of 6-15 indicates no modifier, a result of 16-19 indicates a +1 bonus, and a result of 20 equals a +2 bonus. They do D6 damage with their bite and their Sense are Medium, unless the total of their collective ability score modifiers is -1 or worse, in which case they are upgraded to High Senses.

Lupins with High Senses have Infravision 60 feet, a 99% chance to detect if a person is a werewolf, a +4 bonus to detecting invisible and ethereal beings, free proficiency in Blind-Fighting, have a tracking skill equal to one-half Wisdom (rounded up) with a Ranger adding a bonus of +6, automatically recognize a race by smell, can identify a given individual's scent with an Intelligence check, have a 35% chance to Detect Noise that increases by +2% per level, and suffer a -2 penalty to saving throws vs. odor or sound-based attacks.

Lupins with Medium Senses have Infravision 60 feet, a an 83% chance to detect if a person is a werewolf, a +2 bonus to detecting invisible and ethereal beings, free proficiency in Blind-Fighting, have a tracking skill equal to one-third Wisdom (rounded up) with a Ranger adding a bonus of +3, can recognize a race by smell with an Intelligence check with a +2 bonus and a given individual in the same manner with an Intelligence check with a -2 penalty, have a 30% chance to Detect Noise that increases by +1% per level, and suffer a -1 penalty to saving throws vs. odor or sound-based attacks.

Lupins with Low Senses have Infravision 60 feet, a 66% chance to detect if a person is a werewolf, a +1 bonus to detecting invisible and ethereal beings, lack a free proficiency in Blind-Fighting, have a tracking skill equal to one-quarter Wisdom (rounded up) with a Ranger adding a bonus of +1, can recognize a race by smell with an Intelligence check and a given individual in the same manner with an Intelligence check with a -4 penalty, have a 25% chance to Detect Noise, and suffer a no penalty to saving throws vs. odor or sound-based attacks.

3rd edition stats[edit]

Tribal lupins on the charge.

Because of the fact that the Mystara Monstrous Compendium basically implies that "Tribal Lupins" are the more commonly encountered form of the race, which were explicitly remade into humanoid wolves in this edition, their article in Dragon Magazine #325 made them the basis of the race, but included options for the margin-dwelling "Nomadic" and the civilized "Renardie" Lupins as well. Literally the only difference is in their favored class (Barbarian for Nomadic Lupins and Bard for Renardie Lupins), barring that Renardie Lupins also replace Expert Rider with Expert Craftsman (+2 racial bonus to all Craft checks).

Monstrous Humanoid
Medium Size
Base Land Speed: 30 feet
Darkvision 60 feet
Acute Sense of Smell: This is akin to Scent in many ways, but lacks the automatic nature of that trait. A lupin may make a DC 10 Wisdom check to detect if a lycanthrope is within 30 feet (or 60 feet, if the lycanthrop is downwind, or 15 feet, if it is upwind). It gains a +5 racial bonyus to Spot checks made to oppose a known individuals Disguise check if the individual comes within 5 feet of the lupin. A lupin can pinpoint the location of an invisible or hidden creature within 5 feet by making a DC20 Wisdom check. A lupin gains a +2 racial bonus on all Survival checks made to follow tracks.
-2 racial penalty on all saving throws against attacks based on odor.
Expert Rider: Ride is always a class kill for lupins and they receive a +2 racial bonus to all Ride checks.
Werewolf Hunter: +1 racial bonus on attack and damage rolls against werewolves. Lupin rangers can take Humanoid (Shapechanger) as a favored enemy.
+2 racial bonus on Listen checks.
Favored Class: Ranger
Dungeons & Dragons 1st Edition Races
Basic Set: Dwarf - Elf - Hobbit - Human
Creature Catalog 1: Brownie - Centaur - Dryad - Faun - Hsiao
Leprechaun - Pixie - Pooka - Redcap - Sidhe
Sprite - Treant - Wood Imp - Wooddrake
Creature Catalog 2: Faenare - Gnome - Gremlin - Harpy
Nagpa - Pegataur - Sphinx - Tabi
Creature Catalog 3: Kna - Kopru - Merrow - Nixie - Triton
Dragon Magazine: Cayma - Gatorman - Lupin - N'djatwa
Phanaton - Rakasta - Shazak - Wallara
Hollow World: Beastman - Brute-Man - Hutaakan
Krugel Orc - Kubbit - Malpheggi Lizard Man
Known World: Bugbear - Goblin - Gnoll
Hobgoblin - Kobold - Ogre - Troll
Dungeons & Dragons 2nd Edition Races
Core: Dwarf - Elf - Gnome - Half-Elf - Half-Orc - Halfling - Human
Dark Sun: Aarakocra - Half-Giant - Mul - Pterran - Thri-kreen
Dragonlance: Draconian - Irda - Kender - Minotaur
Mystara: Aranea - Ee'ar - Enduk - Lizardfolk (Cayma - Gurrash - Shazak)
Lupin - Manscorpion - Phanaton - Rakasta - Tortle - Wallara
Oriental Adventures: Korobokuru - Hengeyokai - Spirit Folk
Planescape: Aasimar - Bariaur - Genasi - Githyanki - Githzerai - Modron - Tiefling
Spelljammer: Dracon - Giff - Grommam - Hadozee - Hurwaeti - Rastipede - Scro - Xixchil
Ravenloft: Broken One - Flesh Golem - Half-Vistani - Therianthrope
Complete
Book of X:
Alaghi - Beastman - Bugbear - Bullywug - Centaur - Duergar
Fremlin - Firbolg - Flind - Gnoll - Goblin - Half-Ogre - Hobgoblin
Kobold - Mongrelfolk - Ogre - Ogre Mage - Orc - Pixie
Satyr - Saurial - Svirfneblin - Swanmay - Voadkyn - Wemic
Dragon Magazine: Half-Dryad - Half-Satyr - Uldra - Xvart