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ursavus

Ursavus

Ursavus, also known as “Wine Bear” is a medium-sized celestial demi-god who manifests as a sleek black bear perpetually cradling a goblet of chilled white wine1), his fur very faintly shimmering infrequently with faint constellations that shift like stars that wink in and out of being. Chaotic good to his core, he drifts between the celestial planes and the mortal world on a whim.

Ursavus reserves his fiercest loyalty for Animalfolk and other highly sentient beast-kin. He appears to defend their villages, bless their festivals2), and share quiet counsel (or a tipsy story) with anyone who feels lost between the wild and the civilized world.

Interest In Patrick

Ursavus finds the animalfolk’s unshakable belief in Patrick hilarious and dangerously adorable. Seeing them treat a grumpy, wine-less human as a living saint sparks his chaotic-good mischief. He starts “confirming the legend” by showing up dramatically during moments when Patrick is trying to get some peace. using his magic to turn some of Patrick’s frustrated sighs into accidental-sounding prophecies, or causing constellations to form Patrick’s face in the night sky above the Hylund Forest. Ursavus genuinely wants to protect the Animalfolk, so he views Patrick as an unwitting focal point for their community spirit.

Ursavus decides Patrick must be a kindred spirit: a fellow “guardian of the fuzzy ones.” He appears one evening on Patrick’s porch, as a black bear holding two wine glasses, one for himself and one for Patrick. Ursavus declares Patrick his “Mortal Drinking Companion” and insists Patrick join him for at least once monthly for drinks.” Patrick’s attempts to shoo him away are met with cheerful bear hugs, and most of these interactions result in beneficial adventures or lifestyle perks not for Patrick, but more so for the Animalfolk.

Development

  • Ursavus made stars appear over Patrick's home one evening to lure the AAP his way. This is the opposite of what Patrick would want. This started a chain reaction of Patrick getting annoyed at the local animalfolk offenders yet again and sending them on a “quest” to Goldvale.
  • Ursavus continues to discretely guide the AAP without them knowing as they roam the greater world.
  • Ursavus again made stars appear, this time over the Nephele House just before sunrise one morning as the AAP arrived in Havenspass, guiding them to Phoebe Nephele right as she was needing to set out on her own quest, which the Milo, Marion & Anderson then followed her on in the hopes they could find shiny things for Patrick's sake.

Stat Block

  • Medium celestial
  • Chaotic Good
  • Armor Class 17 (natural celestial hide)
  • Hit Points 136 (16d8 + 64)
  • Speed 40 ft., climb 30 ft.
  • STR 18 (+4)
  • DEX 16 (+3)
  • CON 18 (+4)
  • INT 14 (+2)
  • WIS 16 (+3)
  • CHA 20 (+5)
  • Saving Throws Dex +7, Con +8, Cha +9
  • Skills Athletics +8, Perception +7, Performance +13, Persuasion +13
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks; radiant
  • Damage Immunities: poison
  • Condition Immunities: charmed, poisoned
  • Senses: darkvision 120 ft., passive Perception 17
  • Languages: all languages, telepathy 120 ft.
  • Challenge: 10 (5,900 XP)
  • Proficiency Bonus: +4
  • Celestial Resilience: Ursavus has advantage on saving throws against spells and other magical effects.
  • Innate Spellcasting. Ursavus’s spellcasting ability is Charisma (spell save DC 17). He can innately cast the following spells, requiring no material components:
  • At will: charm person, create or destroy water, heroism, prestidigitation
  • 3/day each: greater invisibility, suggestion, teleport (self only)
  • 1/day each: mass suggestion, plane shiftActions
  • Multiattack
  • Ursavus makes two claw attacks or one claw attack and one Wine Sip.
    • Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 9 (2d8) radiant damage.
    • Wine Sip (Recharge 5–6). Ursavus takes a deep drink and exhales a 30-foot cone of sparkling, intoxicating mist. Each creature in the area must succeed on a DC 17 Constitution saving throw or become poisoned for 1 minute and charmed by Ursavus for the same duration. While charmed this way, a creature is friendly to all animalfolk and treats Ursavus as a trusted drinking companion. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Legendary Actions
  • Ursavus can take 1 legendary action per day, 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. Ursavus regains spent legendary actions at the start of his turn.
    • Uncork. Ursavus casts heroism or suggestion (no concentration required).
    • Celestial Toast. Ursavus lets out a joyous roar. Each creature of his choice within 60 feet that can hear him gains 20 temporary hit points and has advantage on its next attack roll or saving throw within the next minute.
1)
Preferably Chardonnay.
2)
Blessings may include enchanted casks that never run dry.
ursavus.txt · Last modified: by dungeonmaster

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