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Official D&D art from "Ravenloft: The Horrors Within," featuring two Lupin warriors with axes and swords battling a group of animated skeletons.

The Ravenloft Lupin (D&D 5.5E Species Guide)

Werewolves have been a staple of Dungeons & Dragons since the earliest editions of the game. For the most part, however, they’ve existed as moon-mad monsters for characters to battle, rather than as fully fleshed-out character options.

That’s about to change, however, with the new Ravenloft: The Horrors Within supplement allowing players to take on a lighter form of lycanthropy courtesy of the new Lupin species. Halfway between a humanoid and a werewolf, these rare hybrids are renowned for their physical prowess and terrifying, unearthly howl.

So are these hairy heroes worth playing in your next D&D 5.5E campaign? Below, we claw out all the details.

Official Wizards of the Coast art, featuring a werewolf in armor thrusting a sword into the air on a moonlit night while his pack looks on.

What is the Lupin species in D&D 5.5E?

Towering creatures that appear physically similar to werewolves, Lupins also possess humanoid characteristics and are not as wild and uncontrollable as full lycanthropes. They are typically created when an individual is attacked by a werewolf, yet for whatever reason the curse doesn’t fully take hold. This makes them somewhat similar to the new D&D 5.5E Dhampir species, which is also a kind of supernatural hybrid between a vampire and a humanoid.

Unlike true werewolves, however, Lupins can’t shift between wolf and humanoid form and are instead permanently stuck between man and beast. This cursed, wolf-like physiology gives them enhanced strength, sharpened instincts and a howl that can stop enemies in their tracks. They also don’t have the same weaknesses as full-blooded werewolves in terms of the effects of silver and the moon, and retain full control of their intelligence and free will.

Fantasy art featuring a werewolf in spiked armor stalking through a moonlit forest.

What are the Lupin species traits in D&D 5.5E?

As a Lupin, you have the following traits:

  • Creature Type: Humanoid
  • Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species.
  • Speed: 30 feet
  • Darkvision: You have Darkvision with a range of 60 feet.
  • Werewolf Instincts: You have proficiency in the Perception, Stealth or Survival skill.
Official D&D Ravenloft art, featuring a werewolf attacking a female adventurer in the burning streets of a village under a full moon.

Lupins also gain the following special abilities:

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.

Fantasy art featuring a werewolf barbarian clad in tribal armor charging into battle.

Has the Lupin been in previous D&D editions?

As a monster, the Lupin goes back to some of the earliest editions of Dungeons & Dragons, first appearing in the 1981 adventure module Castle Amber. In that iteration, however, they appeared as creatures with the heads of dogs and the bodies of humans, rather than as werewolf hybrids. They later appeared in a number of modules for the Mystara setting, and were predominately good-aligned creatures.

Over the years, the Lupin has been briefly mentioned in a few minor publications (including an issue of Dragon Magazine in 2004), but hasn’t really had any major exposure until emerging as playable species in Ravenloft: The Horrors Within in 2026.

Fantasy art, featuring three sword and axe-wielding werewolves stalking through a burning village.

Is the new Lupin species worth playing?

The concept of the Lupin is interesting and they do pack a punch mechanically. It’s just a bit disappointing that Wizards of the Coast wasn’t willing to take the extra step and actually allow players to become werewolves (something you can actually do in third-party D&D 5E supplements like the recent Grim Hollow Transformed supplement). The result is something that feels a bit neutered and doesn’t lean into any of the lore that makes werewolves so compelling. For that matter, Lupins also don’t feel quite as interesting as the Shifter, a similar lycanthrope-inspired species for D&D 5.5E that appeared in Eberron: Forge of the Artificer and has far more mechanical and narrative meat.

Still, if you like the idea of playing a werewolf without having to worry about pesky side effects like howling at the moon and tearing your party apart limb by limb, then you might want to give the Lupin a look.

You can find the complete rules for this new species in Ravenloft; The Horrors Within, which is available now in local game stores, D&D Beyond and on Amazon.

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A photograph of D&D Fanatics owner and editor-in-chief Jason Volk.
Jason Volk is the Publisher of Dungeons & Dragons Fanatics and lives in the wilds of Western Canada. He has been playing D&D for over 25 years and is a huge fan of Dragonlance and the Forgotten Realms. His favorite character of all time was a Necromancer named Neek who spent most of his adventuring career resurrecting the corpses of slain monsters. When he’s not playing TTRPGs, Jason enjoys video games, Magic: The Gathering, Warhammer 40K, watching football and spending time with his wife and adorably nerdy children.
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