Lupin
With their bristling fur and snarling muzzles, lupins cast imposing shadows in the Mists. Lupins often arise from encounters with werewolves in which the curse of lycanthropy didn’t fully take hold. Unlike true werewolves, lupins can’t shift between wolf and humanoid form but are instead stuck in a hybrid transformation. This cursed wolflike physiology affords lupins bestial might, enhanced instincts, and a dread-inducing howl.
Feral Pounce
Your Unarmed Strikes deal Slashing damage instead of Bludgeoning damage. In addition, when you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Shove options. You can use this benefit only once per turn.
Howl
As a Bonus Action, you let out an unearthly howl. Each creature of your choice within 15 feet of you must succeed on a Wisdom saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus) or have Disadvantage on attack rolls and saving throws until the start of your next turn.
You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Werewolf Instincts
You have proficiency in the Perception, Stealth, or Survival skill.
Additional Information
Perception and Sensory Capabilities
Darkvision
You have Darkvision with a range of 60 feet.
Speed: 30 feet
Size: Small-Medium (about 2–7 ft)

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