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Large Outsider (Good)
Hit Dice: 10d8+40 (102 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
Armor Class: 24 (+1 Dex, +14 natural, -1 size)
Base Attack/Grapple: 0
Attack: 0
Full Attack: 2 claws +16 melee, bite +14 melee
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spells, improved grab, spell-like abilities
Special Qualities: Guardinal qualities, damage reduction 30/+3, know alignment, SR 20
Saves: Fort +11, Ref +8, Will +13
Abilities: Str 25, Dex 12, Con 18, Int 21, Wis 19, Cha 20
Skills: Animal Empathy +18, Concentration +17, Knowledge (arcana) +18, Knowledge (history) +18, Knowledge (liguistics) +18, Knowledge (planes) +18, Knowledge (all) +27, Listen +17, Spot +17, Wilderness Lore +17
Feats: Improved Initiative, Multiattack, Iron Will, Spell Penetration
Environment: Elysium
Organization: Solitary or pair
Challenge Rating: 11
Treasure: Incidental
Alignment: Neutral Good
Advancement: 11-30 HD (Large)
Level Adjustment: 0
The scholars and philosophers of the guardinals are the ursinals, benevolent beings who resemble huge men and women with distinctive bearlike attributes. They're advisors to the leonals, and the record-keepers and magic-users of their race. Ursinals are open with their knowledge but love to digress endlessly and often free-associate through many iterations until they're holding forth on a subject with no relation to the original topic. Ursinals stand little over 8 feet tall, with thick-set bodies. They're covered with light golden, red, or golden-brown fur that's long on their forearms, backs, and lower legs and too fine to see on their torsos and faces. An ursinal's face has a pronounced muzzle and high ear-tufts, but its expression is kindly. It's very difficult to move an ursinal to anger, but the powers pity the poor sod who manages the trick - it's said that a fighting-mad ursinal can tear his way through any three gehreleths. CombatSpells: Ursinals're skillful mages and have the spell powers of a wizard of level 9 to 16 (1d8+8). They prefer spells of enchantment,misdirection, or divination, and rarely memorize any heavy-damage spells. Of course, under the right circumstances, an ursinal'll make use of any spell in his spellbook. They're also fond of magicalitems such as rings, rods, or wands, and miscellaneous magic thatenhances their spell-casting ability.Spell-Like Abilities: At will - daylight, detect thoughts, hold monster, polymorph self, magic missile, sleep, solid fog; Three times per day - remove disease, heal and neutralize poison; Once per day - holy word.These abilities are as the spells cast by a 12th level sorcerer (save DC 15 + spell level). Once per year ursinal can grant a limited wish.Know Alignment (Su): Ursinals always know the alignment of any creature they look upon.

Guardinal Qualities:Immunities (Ex): Electricity, petrification, and iron weaponsResistances (Ex): Cold, acid, force spells, and poison 20.Planar Travel (Su): Guardinals can leave Elysium and travel to Astral plane with their physical bodies. They can also make use of any gate, portal or conduit they find. In addition guardinals can travel directly to the first layer of Bytopia, the Beastlands, or the Outlandsfrom any point in Elysium.Spell-Like Abilities (Sp): Always active - detect magic (illusion only), see invisibility, detect evil (100' range), dimension door, dispel magic, darkvision and protection from evil; Once per day - lay on hands (heal as much damage as its own undamaged hit point total). Telepathy (Su): Guardinals have a special form of telepathy that allowsthem to communicate with any intelligent, nonmonstrous creature.This telepathy has a range of 100 yards.Guardinal Weakness (Ex): Silver weapons can hit a guardinal regardlessof whether or not an enchanted weapon is required.Habitat/SocietyThe advice of an ursinal is a much sought-after commodity. As librarians, scholars, and record-keepers, they carefully catalogue and sort all manner of information. They're especially knowledgeable about magical matters and also have a keen interest in prime-material histories and linguistics. In Elysium it's said that if an ursinal doesn't know something, he knows where to go to find out.0EcologyFor more information, please see the Planescape Monstrous Compendium Appendix II (pgs. 48-49).

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