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<blockquote data-quote="BOZ" data-source="post: 659558" data-attributes="member: 1241"><p><strong>URSINAL</strong></p><p></p><p>CELESTIAL (Ursinal Guardinal) </p><p>Large Outsider (Good)</p><p>Hit Dice: 10d8+40 (85 hp)</p><p>Initiative: +5 (+1 Dex, +4 Improved Initiative)</p><p>Speed: 30 ft</p><p>AC: 24 (-1 size, +1 Dex, +14 natural), touch 10, flat-footed 23</p><p>Attacks: 2 claws +16 melee, bite +11 melee</p><p>Damage: Claw 2d6+7, bite 1d10+3</p><p>Face/Reach: 5 ft by 5 ft/10 ft</p><p>Special Attacks: Spells, spell-like abilities, improved grab, hug</p><p>Special Qualities: Damage reduction 20/silver or +3, SR 30, celestial qualities, lay on hands, animal telepathy</p><p>Saves: Fort +11, Ref +8, Will +10</p><p>Abilities: Str 25, Dex 13, Con 19, Int 18, Wis 16, Cha 16</p><p>Skills: Alchemy +10, Appraise +9, Concentration +13, Knowledge (any five) +15, Listen +9, Profession (scribe) +14, Scry +11, Sense Motive +10, Spellcraft +13, Spot +9</p><p>Feats: Extend Spell, Improved Initiative, Spell Penetration</p><p></p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary</p><p>Challenge Rating: 11</p><p>Treasure: No coins; double goods; standard items</p><p>Alignment: Always neutral good</p><p>Advancement: 11-20 HD (Large); 21-30 HD (Huge)</p><p></p><p>Ursinals are the most scholarly of celestials, spending their lives as benevolent philosophers. They serve as advisors to leonals, and keep the records of the guardinals. Their love of oration is nearly unmatched, and they will relate any bit of knowledge that they know, usually in a long, drawn out digression that may have little or nothing to do with the original subject. They maintain large libraries, and are much sought-after scholars. They particularly like to study magic, history, and linguistics. Though they live alone, ursinals keep in constant touch with each other and other guardinals through correspondence and magical communication.</p><p> Ursinals are bear-like humanoids that stand roughly 8 feel tall. Their thick bodies are covered in fur that might be of any color that a bear can be. Ursinals usually wear long robes though, and this fur is only glimpsed where it peeks out of the folds. An ursinal’s hands are more like sharp-clawed paws, but are as nimble as any human hand. An ursinal’s face is only slightly fuzzy, and has a pronounced muzzle and pointed ursine ears, but wears a compassionate and thoughtful expression.</p><p></p><p>COMBAT</p><p>Ursinals disdain and sort of physical fighting, and avoid it until it becomes inevitable. Ursinals are only very rarely moved to anger, but are true terrors once they enter combat. They can hug like a bear, but prefer to use their array of magical powers when possible.</p><p> Ursinals study to be wizards; 9th-level spellcasters are the lowest level one is likely to encounter, and in fact quite a few of them are much more powerful. They favor enchantment and divination spells to those that cause heavy damage. Ursinals are also very fond of magic items that increase their magical might, and often have collections of rings, rods, and wands.</p><p> Ursinals are never surprised or caught flat-footed while on the plane of Elysium.</p><p> Spells: Ursinals can cast arcane spells as 9th-level wizards (save DC 14 + spell level).</p><p> Spell-Like Abilities: At will - darkvision, daylight, detect evil (100-foot range), detect thoughts, dimension door, dispel magic, hold monster, magic circle against evil (self only), magic missile, polymorph self, see invisibility, sleep (affects 4d6 HD worth, and creatures up to 7 HD), solid fog; 3/day - heal, neutralize poison, remove disease; 1/day - holy word; 1/year - limited wish. These abilities are as the spells cast by a 10th-level sorcerer (save DC +14 spell level).</p><p> Improved Grab (Ex): To use this ability, the ursinal must hit an opponent of up to Medium-size with both of its claw attacks. If it gets a hold, it can hug. The ursinal automatically hits with its bite attack as long as it can maintain the hold. </p><p> Hug (Ex): An ursinal deals 2d10+10 damage with a successful grapple check against Medium-size or smaller opponents.</p><p> Celestial Qualities: (as shown in the MM, p 31) Electricity and petrification immunity, cold and acid resistance 20, tongues, +4 save against poison.</p><p> Lay on Hands (Su): This works just like the paladin’s ability, but the ursinal can heal as much damage per day as its own undamaged hit point total.</p><p> Animal Telepathy (Su): An ursinal can mentally communicate with animals as a free action. This works exactly like speak with animals as cast by a 10th-level druid but does not require sound.</p><p></p><p>The ursinal first appeared in Planescape Monstrous Compendium II (1995?)</p></blockquote><p></p>
[QUOTE="BOZ, post: 659558, member: 1241"] [b]URSINAL[/b] CELESTIAL (Ursinal Guardinal) Large Outsider (Good) Hit Dice: 10d8+40 (85 hp) Initiative: +5 (+1 Dex, +4 Improved Initiative) Speed: 30 ft AC: 24 (-1 size, +1 Dex, +14 natural), touch 10, flat-footed 23 Attacks: 2 claws +16 melee, bite +11 melee Damage: Claw 2d6+7, bite 1d10+3 Face/Reach: 5 ft by 5 ft/10 ft Special Attacks: Spells, spell-like abilities, improved grab, hug Special Qualities: Damage reduction 20/silver or +3, SR 30, celestial qualities, lay on hands, animal telepathy Saves: Fort +11, Ref +8, Will +10 Abilities: Str 25, Dex 13, Con 19, Int 18, Wis 16, Cha 16 Skills: Alchemy +10, Appraise +9, Concentration +13, Knowledge (any five) +15, Listen +9, Profession (scribe) +14, Scry +11, Sense Motive +10, Spellcraft +13, Spot +9 Feats: Extend Spell, Improved Initiative, Spell Penetration Climate/Terrain: Any land and underground Organization: Solitary Challenge Rating: 11 Treasure: No coins; double goods; standard items Alignment: Always neutral good Advancement: 11-20 HD (Large); 21-30 HD (Huge) Ursinals are the most scholarly of celestials, spending their lives as benevolent philosophers. They serve as advisors to leonals, and keep the records of the guardinals. Their love of oration is nearly unmatched, and they will relate any bit of knowledge that they know, usually in a long, drawn out digression that may have little or nothing to do with the original subject. They maintain large libraries, and are much sought-after scholars. They particularly like to study magic, history, and linguistics. Though they live alone, ursinals keep in constant touch with each other and other guardinals through correspondence and magical communication. Ursinals are bear-like humanoids that stand roughly 8 feel tall. Their thick bodies are covered in fur that might be of any color that a bear can be. Ursinals usually wear long robes though, and this fur is only glimpsed where it peeks out of the folds. An ursinal’s hands are more like sharp-clawed paws, but are as nimble as any human hand. An ursinal’s face is only slightly fuzzy, and has a pronounced muzzle and pointed ursine ears, but wears a compassionate and thoughtful expression. COMBAT Ursinals disdain and sort of physical fighting, and avoid it until it becomes inevitable. Ursinals are only very rarely moved to anger, but are true terrors once they enter combat. They can hug like a bear, but prefer to use their array of magical powers when possible. Ursinals study to be wizards; 9th-level spellcasters are the lowest level one is likely to encounter, and in fact quite a few of them are much more powerful. They favor enchantment and divination spells to those that cause heavy damage. Ursinals are also very fond of magic items that increase their magical might, and often have collections of rings, rods, and wands. Ursinals are never surprised or caught flat-footed while on the plane of Elysium. Spells: Ursinals can cast arcane spells as 9th-level wizards (save DC 14 + spell level). Spell-Like Abilities: At will - darkvision, daylight, detect evil (100-foot range), detect thoughts, dimension door, dispel magic, hold monster, magic circle against evil (self only), magic missile, polymorph self, see invisibility, sleep (affects 4d6 HD worth, and creatures up to 7 HD), solid fog; 3/day - heal, neutralize poison, remove disease; 1/day - holy word; 1/year - limited wish. These abilities are as the spells cast by a 10th-level sorcerer (save DC +14 spell level). Improved Grab (Ex): To use this ability, the ursinal must hit an opponent of up to Medium-size with both of its claw attacks. If it gets a hold, it can hug. The ursinal automatically hits with its bite attack as long as it can maintain the hold. Hug (Ex): An ursinal deals 2d10+10 damage with a successful grapple check against Medium-size or smaller opponents. Celestial Qualities: (as shown in the MM, p 31) Electricity and petrification immunity, cold and acid resistance 20, tongues, +4 save against poison. Lay on Hands (Su): This works just like the paladin’s ability, but the ursinal can heal as much damage per day as its own undamaged hit point total. Animal Telepathy (Su): An ursinal can mentally communicate with animals as a free action. This works exactly like speak with animals as cast by a 10th-level druid but does not require sound. The ursinal first appeared in Planescape Monstrous Compendium II (1995?) [/QUOTE]
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