Medium fey (bond), neutral good

Armor Class 13
Hit Points 52 (7d8 + 21)
Speed 30 ft., swim 30 ft.

12 (+1) 16 (+3) 16 (+3) 8 (-1) 14 (+2) 6 (-2)

Skills Animal Handling +4, Arcana +1, Nature +1, Perception +4, Stealth +5
Damage Vulnerabilities fire
Languages Common, Sylvan
Proficiency Bonus +2
Challenge 2 (450 XP)


  • Amphibious. The urisk can breathe air and water.
  • Bonding. The urisk can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the urisk bonds with a different creature or until the bonded creature dies. While bonded, the urisk and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.
  • Fey Ancestry. The urisk has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Innate Spellcasting. The urisk casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):
  • Invisible in Water. The urisk is invisible while fully immersed in water.
  • Magic Resistance. The urisk has advantage on saving throws against spells and other magical effects.
  • Second Sight. The urisk can see invisible creatures and objects, as well as into the Ethereal Plane, within 60 feet of it.
  • Sunlight Sensitivity. While in sunlight, the urisk has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


  • Multiattack. The satyr makes two Ram attacks or two Rock attacks.
  • Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
  • Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
  • Detect Friend. The chooses one creature he can see within 60 feet of it and magically knows the creature’s current emotional state. If the target fails a DC 12 Charisma saving throw, the urisk also knows the creature’s alignment, as long as the creature isn’t hidden from divination magic by a spell or other magical effect. Celestials, fiends, and undead automatically fail the saving throw.
  • Create Water Form. The urisk creates an illusory duplicate of itself, which appears within 5 feet of it. As long as the urisk can see its duplicate, the urisk can move it a distance equal to its walking speed as well as make the illusion speak on its turn (no action required). The illusion has the same statistics as the urisk but can’t take actions or reactions. It can interact with its environment and even pick up and hold real objects. The illusion seems real in every way but disappears if it takes any amount of damage. Otherwise, it lasts until the urisk dismisses it (no action required), can no longer see it, or when it ends its turn in sunlight, after which it disperses into a puddle of water. If the urisk uses this action to create a new duplicate, the previous one vanishes, dropping any real objects in its possession.


  • Taunt (2/Day). The urisk targets one creature within 30 feet of it. If the target can hear the urisk, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the urisk’s next turn.


Urisks are fey creatures with the upper body of a human and the lower body of a goat, similar to a satyr. They have wrinkled and weathered skin, due to their affinity for water. Urisks possess misshapen heads with large eyes that radiate curiosity. Despite their unusual appearance, their demeanor is gentle and kind.

Urisks inhabit the woodlands, lochs, and streams. They are particularly drawn to places near water bodies, where they can freely move between the land and water. Urisks are often found near secluded waterfalls, tranquil lakeshores, and serene glens. They tend to avoid heavily populated areas and prefer the quiet solitude of nature.

Urisks are solitary creatures, but they long for companionship and friendship with kind-hearted individuals. Their psychic abilities allow them to establish telepathic connections with those they perceive as gentle and trustworthy. Urisks are known to offer their aid for spells and rituals, providing energy and assistance to those who seek their companionship.

Urisks sustain themselves through their connection to the natural world and their ability to tap into the energies of the environment. They have a unique ability to create water forms that they can use to communicate with others, and they are known to share their insights and wisdom with those who approach them with respect and kindness.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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