Cervidal

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Medium-Size Outsider (Good)
Hit Dice: 4d8+18 (41 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 45 ft.
Armor Class: 18 (+2 Dex, +6 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: Gore +11 melee, 2 hooves +3 melee
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Charge 2d12+7
Special Qualities: Guardinal qualities, antlers, spell-like abilities, SR 15
Saves: Fort +7, Ref +6, Will +6
Abilities: Str 18, Dex 14, Con 16, Int 12, Wis 14, Cha 14
Skills: Animal Empathy +9, Concentration +10, Listen +8, Sense Motive +8, Spot +8, Wilderness Lore +9
Feats: Improved Initiative, Ride-By Attack
 
Environment: Elysium or any ground or underground
Organization: Solitary, pair or family (2-5)
Challenge Rating: 5
Treasure: Incidental
Alignment: Neutral Good
Advancement: 5-6 HD (Medium); 7-12 HD (Large)
Level Adjustment: 0
Cervidals are the most common of the guardinals. They are the people of Amoria, the uppermost layer of Elysium. In times of war, cervidals and equinals form the backbone of any guardinal army; one-on-one, they are more than a match for the typical rank-and-file of a baatezu or tanar'ri force, even if they can't rival the numbers of a fiendish horde. Cervidals are the most peaceful of the guardinals and the last to join a fight, seeking physical violence only when no other solutions present themselves. However, once they're commited, cervidals won't be the first to walk away. Cervidals bear a passing resemblance to a faun or satyr, but are more regal in appearance. They're slim but strong, and their bodies are covered in short, reddish-brown fur. Over their chests, faces, and upper arms the fur thins enough to reveal smooth, golden skin. A cervidal's head is crowned with magnificent horns and antlers, and his feet are small, hard hooves. The hands of a cervidal are backed by hooflike material, and make for effective bludggeons when closed in a fist, but their preferred weapons're their antlers. CombatCharge (Ex): A cerdival typically begins a battle by charging at an opponent, lowering its head to bring its hornes into play. In additionto normal benefits and hazards of a charge, this allows the creature tomake a single gore attack that deals 2d12+7 points of damage.Antlers (Su): The cervidal's remarkable antlers are equivalent of a +3 magical weapon for both hit probability and damage. The touch of a cervidal's antlers help the victim to negate the ill effects of any kind of poison or harmful substance such as acid or contaminated food or water. By touching an affected creature with its antlers, the cervidal gives it a chance to immediately attempt one additional saving throw with a +6 bonus.Illusions of any type are dispelled automatically by contact with thecervidal's antlers.Lastly, any summoned, conjured creature or outsider wounded by cervidal's antlers must survive an immediate Will save (DC 19) or be returned to wherever it came from.Spell-Like Abilities: At will - detect poison, bless, command, light; Once per day - hold person and magic missile. These abilities are as the spells cast by a 4th level sorcerer (save DC 12 + spell level).

Guardinal Qualities:Immunities (Ex): Electricity, petrification, and iron weapons.Resistances (Ex): Cold, acid, force spells, 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 Elysium.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): Guardinal have a special form of telepathy that allowsthem to communicate with any intelligent, nonmonstrous creature.This telepathy has a range of 100 yards.Weaknesses (Ex): Silver weapons can hit a guardinal regardlessof whether or not an enchanted weapon is required.Habitat/SocietyCervidals gather in small family bands in the forests and woodlands of Elysium. They typically select one area as their home and remain there, rarely moving or wandering away. Most cervidals remain with the family group for entire lives, leaving only to findmate or to enlist in a leonal's cause. In times of war, cervidalsare light infantry, skirmishers, and auxiliaries. They'd rather fighta war of maneuver and skill than participate in a bloody slugfest.0EcologyFor more information, please see the Planescape Monstrous Compendium Appendix II (pg. 45).

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