Yurisi

Ferret

Explorer
Here is the rough outline of what they will be, if anyone remembers the first spelling of the creature I will be very happy!

Yurisi

Large monstrous humanoid
Hit Dice: 14d10+42 (119hp)
Initiative: +3 (Dex)
Speed: 30 ft., 30ft. swim, 20ft. burrow
AC: 24 (-1 size, +3 Dex, +12 natural)
Attacks: 1 bite +18; 2 claws +14 melee
Damage: Bite 1d8 +9, claw 1d6 +6
Face/Reach: 2-1/2 ft. by 2-1/2 ft./ 0 ft.
Special Attacks: Improved grab, rend, tactics, Breath fire*
Special Qualities: Vibrationsense 60ft, explode*
Saves: Fort +12, Ref +12, Will +9
Abilities: Str 23, Dex 16, Con 16, Int 10, Wis 20, Cha 12
Feats: Duel strike (B), Expert tactician (B), Eyes in the back of your head (B)
Skills:???
Climate/Terrain: Beach whatever that is.
Organization: Troop (8-16)
Challenge Rating: 17
Treasure: Standard (stash)
Alignment: Always lawful evil
Advancement: 14hd-28hd (large), 29hd-42hd (Huge)

Yurisi are militant amphibious creatures, resembling an ankylosaurus and a bear.

They are mainly an underground race, but not in the same way as Drow may be, they burrow and make lairs in the hard sand under beaches, then when creatures wander on to there territory, they strike, pulling them down and suffocating them in the sand. Not all Yurisi live in the sand, the larger, or elder of the species live in the water, or sometimes in outlets in the underdark. Another place that they dwell is underwater; groups of Yurisi can take down whole galleys in a matter of minutes. The Yurisi’s armoured shell has small opening that act as gills, some of this air can be kept in pockets to be used as a buoyancy add. As a natural defense mechanism, Yurisi, create hydrogen, this comes from there mouth or in the air pockets.

Combat
Being an extremely number reliant (In there humble opinion though) race, they prefer to attack in groups, flanking, distracting and backstabbing.

Improved Grab (Ex): To use this ability, the Yurisi must hit a Medium-size or smaller opponent with its bite attack. If it gets a hold, the Yurisi grabs the opponent with its claws and drags it deep underground, attempting to rend it and let it suffocate. Yurisi can still rend underground.

Rend (Ex): If a Yurisi hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Tactics (Ex): Due to extensive team training the Yurisi gain certain benefits when working together, when ever flanking an opponent they may distract it and make it incur an AoO, all Yurisi are taught this trick, but other may learn additional tactics at the DM discretion(advised maximum of 3)

Breathe fire (Ex): The Yurisi naturally produces hydrogen, while this can be used to create water with the stored oxygen, it can also be used to breathe fire, they can breath a cone of fire, for 4d8 damage once per hour.

Vibrationsense (Ex): Due to the super-sensitive pockets that house the air they store, Yurisi can automatically sense the location of anything within 60 feet.

Explode (Ex): Owing to the fact that they can produce hydrogen they are very explosive, any damage that deals more then half their HP in one go or any attack afterwards that deals more then double there HD in damage will force them to make a fortitude save(dc 20) or explode. The ensuing explosion has a radius of 60ft and deals 8d8 damage, anyone caught in this blast radius must make a reflex save (dc 20) if they make it they are only dealt half damage.

*This ability is only available in the huge form.
 
Last edited:

log in or register to remove this ad

IIRC, it was yurisi like that. :)

hey, i know (more or less) what this thing looks like, but how about some description for those who don't remember or didn't read about it before? :)
 









Remove ads

Top