Lupinal (CR 5)
AC: 20 (+5 Dex, +3 natural, +2 leather armor), touch 15, flat-footed 15
Hit Dice: 8d8+8 (44 hp); DR: 5/evil
Fort +7, Ref +11, Will +10
Speed: 50 ft.
Space: 5 ft./5 ft.
Base Attack +8; Grapple +14
Attack: 2 claws +14 melee and bite +9 melee
Full Attack: 2 claws +14 melee and bite +9 melee
Damage: Claw 1d4+6, bite 1d6+3
Special Attacks/Actions: Fear aura, improved grab, spell-like abilities, trip
Abilities: Str 23, Dex 20, Con 13, Int 16, Wis 18, Cha 15
Special Qualities: Celestial traits, dodge missiles, outsider traits, wild empathy
Feats: Alertness; Power Attack; Track
Skills: Balance +18, Climb +17, Concentration +12, Hide +16, Jump +13, Listen +17, Move Silently +16, Spot +17, Survival +15, and Tumble +13
Advancement: 9-24 HD (Medium-size)
Climate/Terrain: Elysium or any forest, plain, or hills
Organization: Solitary, pair, or pack (3-8)
Monster Manual II
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.
Improved Grab (Ex): If a lupinal hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +14). The creature has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (-20 penalty on grapple check, but the lupinal is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage.
Spell-Like Abilities: At will - blink, blur, change self, darkness, ethereal jaunt; 3/day - cone of cold, cure light wounds, fly, magic missile. Caster level 8th; save DC 12 + spell level.
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.
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.
Scent (Ex): A lupinal can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Celestial Traits: A celestial can speak with any creature that has a language as though using a tongues spell (caster level 14th; always active). It is immune to electricity and petrification attacks, and it has acid resistance 20 and cold resistance 20. In addition, a celestial has low-light vision and a +4 racial bonus on Fortitude saves against poison.
Outsider Traits: A celestial has darkvision (60-foot range). It cannot be raised or resurrected.
A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.