“Discover the Mysterious and Mischievous World of the Urisk – Nature’s Enigmatic Guardians!”
The Urisk stands before you, a creature of both human and goat-like qualities. Its tall and slender body is covered in thick, coarse fur that varies in shades of earthy brown and gray, providing excellent insulation against the elements. The fur seems to blend seamlessly with the natural environment, camouflaging the Urisk amidst the wilderness. Its face is a fascinating amalgamation of humanoid and goat features, with a strong jawline and a pair of piercing, amber-colored eyes that gleam with intelligence and a hint of mischief.
As you observe the Urisk, you are captivated by its distinctive antlers gracefully branching from its forehead. These majestic antlers, reminiscent of those of a stag or deer, add to the creature’s mythical allure. They symbolize its connection to the primal forces of nature and its role as a guardian of the wild.
The lower half of the Urisk’s body transforms into a pair of powerful, muscular goat legs that end in sturdy hooves. These limbs provide the creature with remarkable agility and surefootedness, allowing it to navigate rocky terrain and steep inclines with ease. Its movements are both graceful and swift, a testament to its harmonious integration with the natural world.
Medium Fey, Neutral Good
Armor Class 15 (natural armor) Hit Points 97 (13d8 + 39)
Speed 40 ft.
|16 (+3)||18 (+4)||16 (+3)||12 (+1)||14 (+2)||16 (+3)|
Skills Perception +5, Stealth +7 Damage Resistances cold, poison Senses darkvision 60 ft., passive Perception 15 Languages Sylvan, Elvish
- Woodland Camouflage. The Urisk has advantage on Dexterity (Stealth) checks made to hide in forested areas.
- Fey Magic. The Urisk can innately cast the invisibility spell, requiring no material components.
- Nature’s Blessing. The Urisk has advantage on saving throws against being charmed or frightened. Additionally, it can’t be put to sleep by magical means.
- Multiattack. The Urisk makes two attacks: one with its antler slam and one with its claw.
- Antler Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
- Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
- Nature’s Call. The Urisk lets out a piercing cry, forcing each creature of its choice within 30 feet to make a DC 14 Wisdom saving throw or become frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Legendary Actions The Urisk can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Urisk regains spent legendary actions at the start of its turn.
- Healing Touch. The Urisk touches another creature and magically heals it for 2d8 + 3 hit points.
- Vanish. The Urisk magically becomes invisible until the start of its next turn.
- Amulet of Nature’s Grace. While wearing this amulet, the Urisk gains a +1 bonus to AC and saving throws.
- Forest Spear. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 3) piercing damage. The spear is made from enchanted wood, and its attacks are considered magical.
Challenge Rating 6 (2,300 XP)
The urisk is a fascinating creature from Scottish folklore that is believed to inhabit the remote and untouched corners of the natural world. Standing at about three to four feet tall, it has a stocky and robust build, with a brownish complexion that blends seamlessly with the earthy surroundings. Its most distinct features are its pointed ears that peek out from a tangle of shaggy hair, giving it an almost wild and untamed appearance.
The urisk is known to dwell in forests, rugged mountains, and near babbling streams, where the purest energies of nature converge. It possesses an affinity for these untouched places and is said to be intimately connected to the land and its inhabitants. With a mischievous glint in its eyes, the urisk roams its domain, often unseen by human eyes but ever watchful.
This creature is renowned for its industrious nature, often working tirelessly during the night to assist those who treat it with kindness and respect. It is said to have a particular fondness for performing domestic chores, such as cleaning, repairing, or tending to the needs of animals. However, the urisk is a shy and elusive creature, easily offended by human greed or disrespect. It demands acknowledgment and appreciation for its efforts, and those who fail to show gratitude may find themselves at the receiving end of its pranks and tricks.
Encountering an urisk can be a wondrous and enchanting experience, but it requires patience, an open heart, and a deep respect for the natural world. It is a creature deeply tied to the balance and harmony of its surroundings, and it has been known to impart wisdom and guidance to those who prove themselves worthy. Legends speak of the urisk’s ability to offer protection, good fortune, and even glimpses into hidden realms if approached with sincerity and humility.
Whether you believe in the existence of the urisk or not, its stories and presence continue to captivate the imagination, reminding us of the mystical wonders that may yet remain hidden within the depths of nature.
3.5 Urisk Statblock
This being looks like a very short human, with the head and legs of a goat, and a small bushy tail wagging behind it. It has a human torso and arms, but its whole body is covered in shaggy brown hair.
Originally Posted by BOZ of the En World forums.
The urisk is a rarely encountered creature of the wilderness with a similar appearance to a satyr. A urisk is a solitary wanderer with no established lair, though its small caches of gold and golden jewelry can be found buried throughout the lands it roams. It is sometimes found alone, but usually travels with mammalian companions appropriate to the terrain, such as goats, bears, sheep, rams, and deer.
Urisks are particularly friendly with Gnomes and druids, and creatures of the wilderness. They are neutral towards humans, elves, Halflings, and dwarves, and hate all evil humanoids such as orcs and goblins.
A urisk is 3 feet tall and weighs 45 pounds.
A urisk speaks Sylvan, Common, Gnome, Dwarf, Elf, and Orc.
|Hit Dice||2d6+2 (9 hp)|
|Speed||40 ft (8 squares)|
|Armor Class||14 (+1 size, +3 Dexterity), touch 14, flat-footed 11|
|Attack||Head butt +1 melee (1d6-1) or handaxe +2 melee (1d4-1)|
|Full Attack||Head butt +1 melee (1d6-1) or handaxe +2 melee (1d4-1)|
|Space/Reach||5 ft/5 ft|
|Special Attacks||Enhance weapons|
|Special Qualities||Animal companion, damage reduction 5/cold iron, Low-Light Vision, nature stealth, pass without trace, spell-like abilities, wild empathy|
|Saves||Fort +1 Ref +6 Will +5|
|Abilities||Strength 9, Dexterity 16, Constitution 13, Intelligence 12, Wisdom 14, Charisma 15|
|Skills||Balance +5, Handle Animal +9, Hide +14, Jump +3, Knowledge (nature) +6, Listen +7, Move Silently +10, Ride (Dexterity)+10, Spot +7, Survival +2 (+4 aboveground)|
|Feats||Animal Affinity, Stealthy (b)|
|Environment||Temperate forest, mountains, and hills|
|Organization||Solitary or band (2-5)|
|Challenge Rating||2 (Lubin 1)|
|Treasure||Standard coins; 10% goods; no items|
|Advancement||By character class|
|Level Adjustment||+2 (Lubin +1)|
A urisk usually attacks with its head butt, though some prefer to carry small weapons such as Daggers, hand axes, clubs, and short swords. A urisk is intimately familiar with the terrain it inhabits, and can become effectively invisible to the casual observer.
Enhance Weapons (Su): A urisk gains a +1 enhancement bonus on its attack rolls when wielding a melee weapon, and the weapon is treated as magical for the purpose of overcoming damage reduction. This enhancement bonus does not stack with any other enhancement bonus on a weapon (such as the enhancement bonus of masterwork weapons or magic weapons).
Animal Companion (Su): A urisk may have up to 4 animal companions at a time. This animal is a loyal companion that accompanies the urisk on its adventures as appropriate for its kind. An animal companion is completely typical for its kind. A urisk may select any creature of the animal type of Large or smaller size, and all of its animal companions must be mammals.
There is no limit on the number of Hit Dice of mammals that may serve as companions for a urisk, but any given animal may not have more than three times the number of Hit Dice as the urisk. Each of a urisk’s animal companions will be completely at ease with one another, and can work together even if they would not normally do so.
If a urisk releases one of its companions from service, it may gain a new one using its special charm ability. This charm can also replace an animal companion that has perished. A urisk may use this power four times per day, but cannot gain a new animal companion if it already has four in its service. This power functions as the charm animal spell (DC 13), except that the effect lasts until the urisk releases the animal, or the urisk or animal dies. The save DC is Charisma-based.
A urisk can handle one of its animal companions as a free action, or push it as a move action. The urisk gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. The animal companion will obey the urisk’s commands completely, even if it must risk its own life to do so (though it will not obey suicidal or obviously harmful orders).
Nature Stealth (Ex): A urisk can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment, and can use the Hide skill in any natural terrain, even while being observed.
The save DCs are Charisma-based.
The lubin is a variant species much like the urisk. They appear the same as urisks, but are 2 1/2 feet tall on average, and have black fur. Lubins live in forest and fields, and can speak Sylvan, Elf, Gnome, and Common. They are usually chaotic neutral in alignment.
Lubins and Urisks otherwise share the same tendencies and special abilities, though lubins lack the ability to take animal companions. Instead, they can cast Charm Person as a spell-like ability, 3 times per day.
Originally found in Dragon Magazine #94 (Creature Catalog II,” February 1986, Roger E. Moore).