Urskan

Large Magical Beast (Cold) — CR 5

()Updated 3.5

Urskan is a D&D 3.5 monster from —. CR 5, HD 5d10+25 (52 hp).

Hit Dice
5d10+25 (52 hp)
Initiative
+1
Speed
land 40 ft, 40 ft. (30 ft. in half-plate armor), swim 40 ft. (swim 30 ft. in half-plate armor)
Base Attack / Grapple
+5/+16
Attack
Steelclaw +11 melee or claw +11 melee
Full Attack
2 steelclaws +11 melee and bite +6 melee, or 2 claws +11 melee and bite +6 melee
STR
25
DEX
12
CON
21
INT
12
WIS
12
CHA
12
Fort / Ref / Will
+9 / +5 / +2
Challenge Rating
5
Alignment
Often neutral
Organization
Solitary or patrol (2-8)
Treasure
Standard plus half-plate armor
Level Adjustment
+4

Special Abilities

Powerful ChargeRendScentSurefooted

Feats

Urskans are carnivores that depend on a diet of seal, walrus, and fish to keep them going through the long winters. As a result, they are astounding predators, and are especially dangerous in pack ice, where their swimming and ice abilities come into play. When on land, they often don heavy iron plate armor for battles to defend their territory, and add steel tips to their already deadly claws. Urskans are proficient with simple weapons, their deadly steelclaws, and all forms of armor, but not shields. Cold Subtype A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Description

Urskans are carnivores that depend on a diet of seal, walrus, and fish to keep them going through the long winters. As a result, they are astounding predators, and are especially dangerous in pack ice, where their swimming and ice abilities come into play. When on land, they often don heavy iron plate armor for battles to defend their territory, and add steel tips to their already deadly claws. Urskans are proficient with simple weapons, their deadly steelclaws, and all forms of armor, but not shields. Cold Subtype A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.