Celestial (Equinal Guardinal) |
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Medium-size Outsider
(Good)
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| Hit Dice: 6d8+18 (45 hp) |
| Initiative: +5 (+1 Dex, +4 Improved Initiative) |
| Speed: 60 ft |
| AC: 20 (+1 Dex, +9 natural) |
| Attacks:2 hooves +14 melee |
| Damage: Hoof 1d8+8 |
| Face/Reach: 5 ft by 5 ft/10 ft |
| Special Attacks: Whinny, spell-like abilities |
| Special Qualities: Damage reduction 10/silver or +1, SR 24, celestial qualities, lay on hands, animal telepathy |
| Saves: Fort +8,
Ref +6, Will +7
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| Abilities: Str 27,
Dex 13, Con 17,
Int 14, Wis 15,
Cha 14 |
| Skills: Animal Empathy +9, Concentration +11, Hide +8, Knowledge (any one) or Craft (any one) +9, Listen +10, Move Silently +9, Spot +10, Wilderness Lore +10 |
| Feats: Improved Initiative, Power Attack |
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| Climate: Any land and underground |
| Organization: Solitary, pair, or band (3-18) |
| Challenge Rating: 07 |
| Treasure: No coins; double goods; standard items |
| Alignment: Always neutral good |
| Advancement: 7-12 HD (Medium-Size); 13-18 HD (Large) |
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The equinal is the second most common type of guardinal, next to the cervidal. These powerful beings appear as large humanoids, nearly 8 feet tall, blended with characteristics of a draft horse. The face is very long and narrow, just like a horse. The upper bodies of these creatures are enormously strong for their size, and their fingers are as hard as iron, and can curl up into a hoof-like fist. Its long limbs are much like a horse's, with a reversed knee and true hooves for feet. Equinals have a long wild mane of horsehair from the peak of the hairline down to the center of their backs, and their legs are covered with short bristles.
Equinals enjoy each other's company far more than any other people's. They live in the open fields and farmlands of Elysium, particularly Amoria. They will settle down in small bands, in a favorite pasture or glen for months before traveling on.
Equinals love a good fight, and spend much time on athletics and games of skill. They welcome travelers, but their rowdy nature can be discouraging to smaller humanoids. They are brave warriors to the end, and never back down from a contest of any kind.
COMBAT
Equinals are always ready for a fight, especially against anything evil. They can use weapons, but they prefer a brute force solution to combat, using magic when that fails. An equinal possesses the strength of a giant, and can punch through even stone or plant mail. An equinal in combat is a flurry of blows and flying fists.
Whinny (Su): Once per minute, an equinal can release an earsplitting whinnying shriek. The equinal can either choose to stun its opponents (Will save, DC 15) or deafen them (Fortitude save, DC 15) for 1d6. Equinals are immune to this attack.
Spell-Like Abilities: At will - bless, command, darkvision, detect evil (100-foot range), dimension door, dispel magic, fog cloud, light, magic circle against evil (self only), magic missile, see invisibility; 1/day - slow, wall of stone. These abilities are as the spells cast by a 6th-level sorcerer (save DC 12 + spell level).
Celestial Qualities: (as shown in the MM, p 31) Electricity and petrification immunity, cold and acid resistance 20, tongues, +4 save against poison.
Lay on Hands (Su): This works just like the paladin's ability, but the equinal can heal as much damage per day as its own undamaged hit point total.
Animal Telepathy (Su): An equinal can mentally communicate with animals as a free action. This works exactly like speak with animals as cast by a 7th-level druid but does not require sound. |
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1995 Wizards of the Coast, Inc. Originally found in Planescape Monstrous Compendium II (1995). |
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