Equinal

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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
Special Qualities: Guardinal qualities, damage reduction 10/+1, SR 16
Saves: Fort +10, Ref +7, Will +7
Abilities: Str 27, Dex 15, Con 16, Int 14, Wis 14, Cha 16
Skills: Animal Empathy +13, Concentration +13, Knowledge (planes) +11, Listen +11, Sense Motive +11, Spot +11, Wilderness Lore +11
Feats: Great Fortitude, Improved Initiative, Ride-By Attack
 
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
Equinals are one of the two most common types of guardinals. They resemble huge humans about 7 1/2 ft. tall with some of the qualities of a draft horse. Their chests and shoulders're of truly heroic proportions, and their long arms end in thick, iron-hard fingers that make a creditable hoof when curled in a fist. An equinal's legs are even more horselike, with a reversed knee and true horse's hooves for feet. Its lower limbs are covered with short, bristly horsehair, and its face is long and narrow. A long, wild mane runs from the crest of their head down to center of their backs. Equinals enjoy each other's company and are more likely to be found together than other kinds of guardinals. Their home is the open fields and farmlands of Amoria and they like to gather in small bands. CombatWhinny (Ex): An equinal can whinny once per turn. This piercingshriek can stun creatures of 4 HD or less, or deafen creatures of5 HD or more. A successful Fortitude save (DC 16) negates the effect. Spell-Like Abilities: At will - bless, command, obscuring mist, light, magic missile; Once per day - wall of stone and slow.These abilities are as the spells cast by a 6th level sorcerer (save DC 13 + spell level).

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.Habitat/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).

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