# Gaurdinal, Lupinal
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >slam: 1d4 (×2)
> >Melee/Ranged: +14/+13
> >Secondary: +9/+8
> >Multiattack: +12/+11
> >M/R_PA: +11/+10
> >2nd/PA: +6/+5
> >MA_PA: +9/+8
> >Itterative: 2
> > xDmg:: Str: +6; Str2: +9; StrOH: +3; StrPA: +12; StrPA2H: +18; StrPAOH: +6
> > xDCs:: Str: 20; Dex: 19; Con: 15; Int: 17; Wis: 18; Cha: 16
> > xFeat:: 2/4 (2)
> > xClasSkil:: Acrobatics, Climb, Escape Artist, Intimidate, Perception, Sense Motive, Spellcraft, Stealth, Survival
> > SaveDiff:: +/- 4
> > xLang:: 0/3 (3)
<div class="grid-container"><div class="MON">Lupinal</div>
<div class="CR">CR 5 (1,600 XP)</div>
<div class="SOU">Monster Manual 2</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
NG Medium Outsider (good, guardinal)
**Init** +5
**Senses** scent; **Perception** +17
#### defense
**AC** 20, 15 touch, 15 flat-footed (+2 armor, +5 Dex, +3 natural)
**hp** 48 (8d10+8)
**Fort** +3, **Refl** +11, **Will** +10
**Feint** 27, **Demoralize** 22
**DR** 5/evil
#### offense
**Speed** 50 ft.
**Melee** slam +8 (1d6+6 plus grab)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** dodge missiles, fear aura, trip
**Spell-Like Abilities** (CL 8th; Concentration +10)
> **At will**— blink, blur, change self, darkness, ethereal jaunt
> **3/day**— cone of cold, cure light wounds, fly, magic missile
> At will — energy emanation (cold only, 3d6+3, DC 18)
> 1/day — energy flash (cold only, 9d6+9
> DC 19)
#### statistics
**Str** 23, **Dex** 20, **Con** 13, **Int** 16, **Wis** 18, **Cha** 15
**BAB** +8, **CMB** +11, **CMD** 26, **TA** +14, **RTA** +13
**Feats** [[Alertness]], [[Power Attack]]
**Skills** Acrobatics +13 (+8 when jumping), Climb +14, Escape Artist +13, Intimidate +10, Perception +17, Sense Motive +17, Spellcraft +11, Stealth +16, Survival +12
**Languages**
#### special abilities
### Dodge Missiles (Ex)
This ability operates like the Deflect Arrows feat, except that the lupinal can dodge any missile and it need not have its hands free. (The creature is dodging, not deflecting). This ability is usable three times per round.
### Fear Aura (Ex)
When a lupinal howls, every creature within 600 feet (except other celestials) who can hear it must make a Will saving throw (DC 16). On a failure, a creature with 7 or fewer Hit Dice becomes panicked for 4d6 rounds; one with 8 or more Hit Dice becomes shaken for 4d6 rounds. Success leaves the creature unaffected. Once a creature has either been affected by this ability or made a successful save, it cannot be affected by that lupinal's howl again for 24 hours.
### Trip (Ex)
A lupinal that hits with a bite attack can attempt to trip the opponent as a free action (see Trip) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the lupinal.