Bearlike sages and wizards of the guardinals, ursinals ramble happily through any topic, but an angered one hugs like a giant and casts spells like an archmage.
Ursinals are 8-foot, thickset humanoids with bearish snouts, tufted ears and kindly faces. Their gold, red or golden-brown fur is long on the back, forearms and shins but almost invisible on the face and chest.
Ursinals avoid fighting until it is unavoidable, and they are very hard to anger, but legend says a furious one can rip through any three fiends of the prison plane. They have hill giant Strength (19) and heavy claws. Hitting one foe with both paws grants an automatic hug for 2d10 extra points of damage and +4 on bite attacks against the held victim.
Each is a mage of level 9 to 16 (roll d8, add 8), preferring divination, enchantment and misdirection over raw destruction, though it will use any spell in its books when needed. They prize rings, rods, wands and items that enhance spellcasting.
Once per round an ursinal can use know alignment, ESP, solid fog, hold monster, polymorph self, continual light, a five-missile magic missile, or a sleep affecting 4d6 Hit Dice of creatures up to 7 HD. Three times daily it can heal, neutralize poison or cure disease; once daily, speak a holy word; once yearly, grant a limited wish. Only silver or +3 or better weapons harm it, and on its home plane it is never surprised.
Ursinals are the guardinals' scholars, archivists and counselors to the leonals. They share knowledge freely but digress endlessly, drifting from topic to unrelated topic. Their expertise in magic, prime-world history and languages makes their advice highly sought; locals say an ursinal that doesn't know an answer knows where to find it. Though solitary, they stay in constant contact by letter and magic, and enjoy lecturing lesser guardinals and petitioners. Some call them busybodies, but their counsel is accurate and well meant.
More: Monsters starting with U · Planescape monsters · All monsters A-Z
Related: Avoral [Guardinal] · Cervidal [Guardinal] · Equinal [Guardinal] · Guardinal Overview · Leonal [Guardinal] · Lupinal [Guardinal]
| Climate/Terrain | Elysium |
|---|---|
| Frequency | Rare |
| Organization | Solitary |
| Activity Cycle | Any |
| Diet | Omnivore |
| Intelligence | Genius (17-18) |
| Treasure | Incidental |
| Alignment | Neutral good |
| No. Appearing | 1 (1-2) |
| Armor Class | -4 |
| Movement | 12 |
| Hit Dice | 10+5 |
| THAC0 | 11 |
| No. of Attacks | 3 |
| Damage/Attack | 2d6+7/2d6+7/1d10 |
| Special Attacks | Spell-like powers |
| Special Defenses | Struck only by silver weapons or those of +3 or better enchantment |
| Magic Resistance | 45% |
| Size | L (8' tall) |
| Morale | Fanatic (17-18) |
| XP Value | 14,000 |