Ursinal

Large Outsider (Extraplanar, Good, Guardinal) — CR 10

()Updated 3.5

Ursinal is a D&D 3.5 monster from —. CR 10, HD 10d8+30 (75 hp).

Hit Dice
10d8+30 (75 hp)
Initiative
+2
Speed
land 30 ft, 30 ft.
Base Attack / Grapple
+10/+18
Attack
Claw +13 melee
Full Attack
2 claws +13 melee and bite +8 melee
STR
19
DEX
14
CON
17
INT
18
WIS
17
CHA
18
Fort / Ref / Will
+10 / +9 / +10
Challenge Rating
10
Alignment
Always neutral good
Organization
Solitary or pair
Treasure
No coins; double goods; standard items
Level Adjustment
+10
Spell Resistance
22

Special Abilities

Improved GrabLay on HandsSpeak with AnimalsUncanny DodgeEnergy ResistanceTongues

Feats

Typical Spells Prepared (4/5/5/5/4/3/2; save DC 14 + spell level; Enchantment save DC 15 + spell level): 0 - daze, detect poison, flare, light; 1st - charm person, color spray eyes of the avoral, feather fall, hypnotism; 2nd - glitterdust, invisibility locate object, touch of idiocy, yoke of mercy; 3rd - clairaudience/clairvoyance, daylight, elation, healing touch, suggestion; 4th - celestial brilliance, confusion, radiant fog, scrying; 5th - dismissal, Purified wall of fire, teleport; 6th - mass suggestion, wages of sin. Extraplanar Subtype 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. Good Subtype 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).

Description

Typical Spells Prepared (4/5/5/5/4/3/2; save DC 14 + spell level; Enchantment save DC 15 + spell level): 0 - daze, detect poison, flare, light; 1st - charm person, color spray eyes of the avoral, feather fall, hypnotism; 2nd - glitterdust, invisibility locate object, touch of idiocy, yoke of mercy; 3rd - clairaudience/clairvoyance, daylight, elation, healing touch, suggestion; 4th - celestial brilliance, confusion, radiant fog, scrying; 5th - dismissal, Purified wall of fire, teleport; 6th - mass suggestion, wages of sin. Extraplanar Subtype 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. Good Subtype 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).