Drinking & Dragons

Wild:Custom/Ursguin

From Drinking and Dragons

Based from Urskan, Frostburn 159. Mainly a de-advancement of Urskan to make a proper CR/ECL for the party. Balancing checked against Owlbear and Lion.

Size/Type: Medium Magical Beast (Cold)
Hit Dice: 4d10+12 = 25-52; 40
Initiative: +0
Speed: 20'. Swim 40'.
AC: 15 (+4 natural, +1 dodge)
BAB/Grp: +4/+7
Attack: Claw +7
Full Atk: 2 claws +7 (1d6+3) and bite +2 (1d6+1)
Space/Reach: 5'/5'
SA: Rend (2d6+4)
SQ: Darkvision 60', hold breath, immunity to cold, low-light vision, scent, surefooted, vulnerability to fire
Saves: F 7/R 1/W 5
Abilities: Str 16, Dex 10, Con 16, Int 10, Wis 12, Cha 10
Skills: Skills 2 per...
Feats: Endurance, Dodge
Environment: Cold hills or arctic coasts.
Organization: Solitary or patrol (2-8)
CR: 3
Treasure: Standard.
Alignment: Usually N.
Advancement: By character class.
LA: +2?

Hold Breath (Ex): An ursguin can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

Rend (Ex): If an usguin hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+4 points of damage.

Scent (Ex): An usguin can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.

Surefooted (Ex): Usguins ignore all movement penalties associated with snow on the ground. They also receive a +4 racial bonus on Balance checks when walking on ice or snow.

Skills: An ursguin's white fur gives it a +8 racial bonus on Hide attempts while unarmored in snow or icy terrain.

An usguin gains a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.