Ursinal (CR 10)

Large Outsider (Extraplanar, Good, and Guardinal)
Alignment: Always neutral good
Initiative: +2 (Dex); Senses: Listen +16 and Spot +16
Languages: Tonges SA

AC: 24 (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 22
Hit Dice: 10d8+30 (75 hp); DR: 10/evil or silver
Fort +10 (+14 against poison), Ref +9, Will +10
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +10; Grapple +18
Attack: Claw +13 melee
Full Attack: 2 claws +13 melee and bite +8 melee
Damage: Claws 1d8+4, bite 1d8+2
Special Attacks/Actions: Improved grab, spells, spell-like abilities
Abilities: Str 19, Dex 14, Con 17, Int 18, Wis 17, Cha 18
Special Qualities: immunity to electricity and petrification, lay on hands, resistance to acid 10 and cold 10, speak with animals, SR 22, uncanny dodge
Feats: Combat Casting; Purify Spell; Spell Focus (Enchantment); Spell Penetration
Skills: Concentration +16, Diplomacy +19, Heal +16, Intimidate +17, Knowledge (arcana) +17, Knowledge (the planes) +17, Listen +16, Profession (any one) +16, Search +17, Sense Motive +16, Spellcraft +19, Spot +16, and Survival +3 (+5 on other planes)
Advancement: 11-15 HD (Large); 16-30 HD (Huge)
Climate/Terrain: Blessed Fields of Elysium
Organization: Solitary or pair
Treasure/Possessions: No coins; double goods; standard items

Source: Book of Exalted Deeds

Improved Grab (Ex): If an ursinal hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal lethal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Thereafter, the ursinal has the option to conduct the grapple normally or simply use one claw to hold the opponent (-20 penalty on grapple check, but the ursinal is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage.

Spells: An ursinal casts spells as a 12th-level wizard. They favor Divination and Enchantment spells, as well as those that mislead or confuse opponents rather than deal damage.

Typical Spells Prepared (4/5/5/5/4/3/2; save DC 14 + spell level; Enchantment save DC 15 + spell level): 0 - daze, detect poison, flare, light; 1st - charm person, color spray eyes of the avoral, feather fall, hypnotism; 2nd - glitterdust, invisibility locate object, touch of idiocy, yoke of mercy; 3rd - clairaudience/clairvoyance, daylight, elation, healing touch, suggestion; 4th - celestial brilliance, confusion, radiant fog, scrying; 5th - dismissal, Purified wall of fire, teleport; 6th - mass suggestion, wages of sin.

Spell-like Abilities: At will - aid, daylight, deep slumber (DC 17), detect evil, detect magic, detect thoughts (DC 16), dimension door, dispel magic, hold monster(DC 19), magic circle against evil (self only), magic missile, polymorph, see invisibility, solid fog; 3/day-heal (DC 20), neutralize poison, remove disease; i/day-holy word (DC 21). Caster level 12th. The save DCs are Charisma-based.

Lay on Hands (Su): This works just like the paladin's ability, but the ursinal can heal as much damage per day as its own undamaged hit point total.

Speak with Animals (Sp): Equinals can mentally communicate with animals as a free action. This works exactly like speak with animals as cast by an 8th-level druid but does not require sound.

Uncanny Dodge (Ex): While on Elysium, ursinals can react to danger before their senses would normally allow them to do so. They retain their Dexterity bonuses to Armor Class even when caught flat-footed. They lose this ability on other planes.

Energy Resistance (Ex): Guardinals have resistance to acid 10 and cold 10.

Immunities: Guardinals are immune to electricity and petrification. They have a +4 racial bonus on saves against poison.

Speak with Animals (Sp): Guardinals can mentally communicate with animals as a free action. This works exactly like speak with animals as cast by an 8th-level druid but does not require sound.

Tongues (Su): Guardinals can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Good Subtype

A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).