Cervidal
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 |
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).