Page 158 - Monster Manual Expanded III Dragonix
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accuracy. When outnumbered, lupinals will cast spells and are dexterous, allowing them to handle objects as if they have
unleash a howl that can unnerve and terrify their foes. humanoid hands. Ursinals are the scholars and record-keepers
of the guardinals, often acting as advisers to leonals. They are
Musteval the most educated and magically skilled of all guardinals and
Mustevals resemble 2-foot tall humanoids with mustelid-like are often sought for their knowledge of obscure artifacts and
features. They have a slim body covered in soft white fur, with legendary locations.
tufted ears, and piercing black eyes. They are charming, very Ursinals disdain physical combat but if physical confrontation is
inquisitive, and have a soft spot for literature and the performing inevitable, they can easily maul their enemies, delivering terrible
arts, particularly dance, music, and theater. Because of their size, wounds as a fearsome bear can. Ursinals, however, would rather
natural ability for diplomacy, and magical abilities that help alter use their spells during combat.
or conceal their appearances, mustevals often serve as emissaries
and spies.
Crafty Tricksters. Mustevals always try to avoid physical combat.
If they find themselves in one though, they use guile, opportunity,
and melee attacks mixed with magic to distract their enemies and Ursinal
leaving them open and vulnerable to the mustevals' allies.
Large celestial, neutral good
Ursinal
Armor Class 14 (natural armor)
Ursinals resemble 8-foot tall bears with facial expressions that
Hit Points 95 (10d10 + 40)
show a kind and intelligent personality. Their bear-like paws
Speed 40 ft.
STR DEX CON INT WIS CHA
Musteval 20 (+5) 10 (+0) 18 (+4) 18 (+4) 14 (+2) 18 (+4)
Tiny celestial, neutral good Saving Throws Con +7, Int +7, Wis +5
Skills Arcana +7, Investigation +10, Nature +7, Religon +7
Armor Class 16 (studded leather) Damage Resistances cold, poison, thunder; bludgeoning, piercing,
Hit Points 14 (4d4 + 4) and slashing from nonmagical attacks
Speed 30 ft., burrow 10 ft. Damage Immunities lightning
Condition Immunities charmed, frightened
STR DEX CON INT WIS CHA Senses truesight 60 ft., passive Perception 12
7 (-2) 19 (+4) 12 (+1) 14 (+2) 14 (+2) 16 (+3) Languages all
Challenge 8 (3,900 XP) Proficiency Bonus +3
Saving Throws Dex +6, Cha +5
Skills Acrobatics +6, Perception +4, Stealth +8 Magic Resistance. The ursinal has advantage on saving throws
Damage Resistances cold, poison, thunder; bludgeoning, piercing, against spells and other magical effects.
and slashing from nonmagical attacks
Speak with Beasts. The ursinal can communicate with beasts as if
Damage Immunities lightning
they shared a language.
Condition Immunities charmed, frightened
Senses truesight 60 ft., passive Perception 14 Actions
Languages all
Multiattack. The ursinal makes one Bite attack and two Claw
Challenge 2 (450 XP) Proficiency Bonus +2
attacks.
Keen Smell. The musteval has advantage on Wisdom (Perception) Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
checks that rely on smell. Hit: 9 (1d8 + 5) piercing damage.
Magic Resistance. The musteval has advantage on saving throws
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
against spells and other magical effects.
Hit: 8 (1d6 + 5) slashing damage and if the target is a creature, it
Speak with Beasts. The musteval can communicate with beasts as is grappled (escape DC 16). Until this grapple ends, the target is
if they shared a language. restrained.
Actions Innate Spellcasting. The ursinal’s innate spellcasting ability is
Charisma (spell save DC 15). It can innately cast the following
Multiattack. The musteval makes one Dagger attack and casts one spells, requiring no material components:
spell that takes 1 action to cast.
At will: aid, detect evil and good, detect thoughts, fog cloud,
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or magic missile (4 darts), protection from poison
range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. The 2/day (each): cure wounds (3d8 + 4), dispel magic, dimension door,
attack deals an extra 3 (1d6) damage if the musteval has advantage hold monster, polymorph
on the attack roll. 1/day (each): divine word, heal
Innate Spellcasting. The musteval’s innate spellcasting ability is Spellcasting. The ursinal is a 10th-level spellcaster. Its spellcasting
Charisma (spell save DC 13). It can innately cast the following ability is Intelligence (spell save DC 15, +7 to hit with spell attacks).
spells, requiring no material components: The ursinal has the following wizard spells prepared:
At will: alter self, detect good and evil, detect magic, vicious mockery Cantrips (at will): gust, light, mage hand, mending, prestidigitation
2/day (each): dissonant whispers, heroism, invisibility 1st level (4 slots): absorb elements, disguise self, shield, sleep
Bonus Actions 2nd level (3 slots): invisibility, locate object, misty step
3rd level (3 slots): clairvoyance, counterspell, fly
Cunning Action. The musteval takes the Dash, Disengage, or Hide 4th level (3 slots): confusion, locate creature
action. 5th level (2 slot): Bigby's hand, legend lore
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