Celestial, Equinal (Guardinal)
Medium-Size Outsider (Good) | |
Hit Dice: | 6d8+18 (53 hp) |
Initiative: | +6 (+2 Dex, +4 Improved Initiative) |
Speed: | 60 ft. |
Armor Class: | 20 (+2 Dex, +8 natural) |
Base Attack/Grapple: | 0 |
Attack: | 0 |
Full Attack: | 2 hooves +14 melee |
Space/Reach: | 5 ft. by 5 ft./5 ft. |
Special Attacks: | Whinny, spell-like abilities 0 |
Special Qualities: | Guardinal qualities, damage reduction 10/+1, SR 160 |
Saves: | Fort +10, Ref +7, Will +7 |
Abilities: | Str 27, Dex 15, Con 16, Int 14, Wis 14, Cha 160 |
Skills: | Animal Empathy +13, Concentration +13, Knowledge (planes) +11, Listen +11, Sense Motive +11, Spot +11, Wilderness Lore +110 |
Feats: | Great Fortitude, Improved Initiative, Ride-By Attack0 |
Environment: | Elysium or any ground and underground |
Organization: | Solitary, pair or company (3-18) |
Challenge Rating: | 6 |
Treasure: | Incidental |
Alignment: | Neutral Good |
Advancement: | 7-9 HD (Medium); 10-18 HD (Large) |
Level Adjustment: | 0 |
Guardinal Qualities:Immunities (Ex): Electricity, petrification, and iron weaponsResistances (Ex): Cold, acid, force spells, and poison 20.Planar Travel (Su): Guardinals can leave Elysium and travel to Astral plane with their physical bodies. They can also make use of any gate, portal or conduit they find. In addition guardinals can travel directly to the first layer of Bytopia, the Beastlands, or the Outlandsfrom any point in Eliysium.Spell-Like Abilities (Sp): Always active - detect magic (illusion only), see invisibility, detect evil (100' range), dimension door, dispel magic, darkvision and protection from evil; Once per day - lay on hands (heal as much damage as its own undamaged hit point total). Telepathy (Su): Guardinals have a special form of telepathy that allowsthem to communicate with any intelligent, nonmonstrous creature.This telepathy has a range of 100 yards.Guardinal Weakness (Ex): Silver weapons can hit a guardinal regardlessof whether or not an enchanted weapon is required.0Habitat/SocietyEquinals often settle down in a favourite meadow or glen, living there for months at a time before moving on. They're fond of athleticcontests and games of skill, and while away many hours in such pastimes. They're good-natured creatures who welcome travelers, but they're often a little too boisterous and a basher ought to be carefulabout joining in equinal games. Equinals love a good brawl, andnever back down from a fight-not even when any addle-cove can see theequinal's outmatched.In times of war, equinals are the heavy foot troops of Elysium. They'retough, tenacious, and courageous; once a number of equinals have it intheir heads to do something, they'll make herculean efforts to achievetheir objective. This can be a fault when equinals disregard new commands in order to doggedly pursue old ones to their conclusion.0EcologyFor more information, please see the Planescape Monstrous Compendium Appendix II (pg. 46).0