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JiCi's Beastiary [updated January 2nd 2007]
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<blockquote data-quote="JiCi" data-source="post: 2891878" data-attributes="member: 40121"><p>next: 6 new guardinals</p><p></p><p><strong><span style="color: Red">Piecestal</span></strong></p><p><strong>Medium Outsider (Aquatic, Extraplanar, Good, Guardinal)</strong></p><p><strong>HD</strong>: 6d8+12 (39 hp)</p><p><strong>Initiative</strong>: +7</p><p><strong>Speed</strong>: 10 ft. (2 squares), swim 50 ft.</p><p><strong>Armor Class</strong>: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18</p><p><strong>Base Attack/Grapple</strong>: +6/+8</p><p><strong>Attack</strong>: Trident +8 melee (1d8+3)*</p><p><strong>Full Attack</strong>: Trident +8/+3 melee (1d8+3)* and tail slap +3 melee (1d8+3) or trident +9 ranged (1d8+2)</p><p><strong>Space/Reach</strong>: 5 ft./5 ft.</p><p><strong>Special Attacks</strong>: Spell-like abilities</p><p><strong>Special Qualities</strong>: Amphibious, damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, keen scent, lay on hands, resistance to acid 10 and cold 10, speak with animals, spell resistance 18, tongues.</p><p><strong>Saves</strong>: Fort +7 (+11 against poison), Ref +8, Will +7</p><p><strong>Abilities</strong>: Str 14, Dex 17, Con 14, Int 14, Wis 14, Cha 15</p><p><strong>Skills</strong>: Bluff +8, Concentration +8, Diplomacy +8, Hide +9, Listen +10, Move Silently +8, Sense Motive +8, Spot +10, Survival +8, Swim +16*</p><p><strong>Feats</strong>: Alertness, Improved Initiative, Dodge</p><p><strong>Environment</strong>: Blessed Fields of Elysium</p><p><strong>Organization</strong>: Solitary or school (2-10)</p><p><strong>Challenge Rating</strong>: 6</p><p><strong>Treasure</strong>: No coins, double goods, standard items</p><p><strong>Alignment</strong>: Always neutral good</p><p><strong>Advancement</strong>: 7-12 HD (Medium); 13-18 HD (Large)</p><p><strong>Level Adjustment</strong>: +4</p><p></p><p><em>This creature looks like a hybrid between a woman and fish. It has scales than light-blue, a long sinuous fish tail instead of legs and webbed humanoid hands. Its black eyes are big and human-shaped and its face is human than fish. Fins protrude from the forearms and three large crests start from the peak of the head to the bottom of the back. It wields a trident with effective swiftness.</em></p><p></p><p>Piecestals are the guardinals of all aquatic creatures. It is almost 8 feet tall from the head crest to the tip of its tail. They lives in the ponds and lakes of Elysium, but a few planar travelers have reported sighting of piecestals in the Oceanus. Although they don’t have any tendency over law or chaos, piecestals love to swim and in fact many go on expeditions in the Oceanus. Due to this little hobby, piecestals are in good terms with Oceanus dragons and merfolks, and half-celestials merfolks are starting to grow in number.</p><p> Piecestal speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their <em>tongues</em> ability. In addition, piecestals speak more commonly Aquan.</p><p></p><p><strong>Combat</strong></p><p>A piecestal knows that evil exist in the waters and it shows no more mercy to such being than land bound evil creatures. Piecestals prefer to study and then surprise an opponent instead of charging. Once engaged, little can change the mind of a piecestal. It thrusts its trident, batters with its tail and confuse with its spell-like abilities. *A piecestal’s favored weapon is a trident, which it wields as a two-handed weapon. Enemies rarely have time to surprise a piecestal, since they might have already been detected by the outsider’s sharp senses.</p><p>A piecestal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.</p><p><strong>Amphibious (Ex)</strong>: Even if piecestals are aquatic, they can survive indefinitely on land.</p><p><strong>Keen scent (Ex) </strong>: A piecestal can notice creatures by scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile.</p><p><strong>Lay on hands (Su)</strong>: This ability works just like the paladin’s ability, but the piecestal can heal as much damage per day as its own undamaged hit point total.</p><p><strong>Spell-like abilities</strong>: At will- <em>aid</em>, <em>blur</em>, <em>detect evil</em>, <em>detect magic</em>, <em>light</em>, <em>magic circle against evil</em> (self only), <em>water breathing</em>; 3/day- <em>create water</em>, <em>cure light wounds</em> (DC 13); 1/day- <em>quench</em> (DC 15); Caster level 7th. The saves DC are charisma-based.</p><p><strong>*Skills</strong>: A piecestal has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p></p><p><strong><span style="color: Red">Simianal</span></strong></p><p><strong>Medium Outsider (Extraplanar, Good, Guardinal)</strong></p><p><strong>HD</strong>: 10d8+20 (65 hp)</p><p><strong>Initiative</strong>: +2</p><p><strong>Speed</strong>: 30 ft. (6 squares), climb 15 ft.</p><p><strong>Armor Class</strong>: 24 (+2 Dex, +12 natural), touch 12, flat-footed 22</p><p><strong>Base Attack/Grapple</strong>: +10/+16</p><p><strong>Attack</strong>: Claw +16 melee (1d6+6)</p><p><strong>Full Attack</strong>: 2 claws +16 melee (1d6+6) and bite +14 melee (1d8+3)</p><p><strong>Space/Reach</strong>: 5 ft./5 ft.</p><p><strong>Special Attacks</strong>: Rend, roar, spell-like abilities</p><p><strong>Special Qualities</strong>: Damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, resistance to acid 10 and cold 10, scent, speak with animals, spell resistance 21, tongues.</p><p><strong>Saves</strong>: Fort +9 (+13 against poison), Ref +9, Will +9</p><p><strong>Abilities</strong>: Str 22, Dex 15, Con 14, Int 12, Wis 14, Cha 16</p><p><strong>Skills</strong>: Climb +24, Concentration +12, Diplomacy +13, Intimidate +13, Jump +16, Listen +12, Sense Motive +12, Spot +12, Survival +12</p><p><strong>Feats</strong>: Alertness, Power Attack, Cleave, Multiattack</p><p><strong>Environment</strong>: Blessed Fields of Elysium</p><p><strong>Organization</strong>: Solitary or company (3-8)</p><p><strong>Challenge Rating</strong>: 10</p><p><strong>Treasure</strong>: No coins, double goods, standard items</p><p><strong>Alignment</strong>: Always neutral good</p><p><strong>Advancement</strong>: 11-20 HD (Medium); 21-30 HD (Large)</p><p><strong>Level Adjustment</strong>: +6</p><p></p><p><em>This creature looks like a gorilla which can stand upright. It has brown and black fur, sharp ivory claws and menacing teeth. Its arms and legs are generally human-sized but the rest is more beast than man.</em></p><p></p><p>Simianals are the strongest guardinals known to travelers. It stands almost 7 feet tall and weight about 400 lbs. Monkeys, baboons and apes regard simianals as leaders and none pick a fight with this ape. Despite its menacing appearance, a simianal is good-hearted and is comfortable about helping other creatures and protecting weaker species.</p><p> Simianals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their <em>tongues</em> ability.</p><p></p><p><strong>Combat</strong></p><p>A simianal usually start a fight by dropping from a tree branch and clawing and biting its opponent to death. If it has detected an evil presence, it casts <em>rage</em> on itself and go eliminate that threat. Whether enraged or not, a simianal fights to the death, unless it is obviously outnumbered or outmatched.</p><p>A simianal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.</p><p><strong>Lay on hands (Su)</strong>: This ability works just like the paladin’s ability, but the simianal can heal as much damage per day as its own undamaged hit point total.</p><p><strong>Rend (Ex)</strong>: A simianal that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+12 points of damage.</p><p><strong>Roar (Su)</strong>: Once per minute, as a full-round action, a simianal can unleash a loud, persistent bark that strike fear on the even the boldest adversaries. This effect is identical to the <em>fear</em> spell from a 11th-level caster (DC 17). The save DC is charisma-based.</p><p><strong>Spell-like abilities</strong>: At will- <em>aid</em>, <em>cure light wounds</em> (DC 14), <em>detect evil</em>, <em>detect magic</em>, <em>light</em>, <em>magic circle against evil</em> (self only), <em>shield</em>, <em>shield other</em>; 3/day- <em>rage</em>; Caster level 11th. The saves DC are charisma-based.</p><p><strong>*Skills</strong>: Simianals have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.</p><p></p><p><strong><span style="color: Red">Ophidial</span></strong></p><p><strong>Large Outsider (Extraplanar, Good, Guardinal)</strong></p><p><strong>HD</strong>: 8d8+24 (60 hp)</p><p><strong>Initiative</strong>: +2</p><p><strong>Speed</strong>: 20 ft. (6 squares), climb 20 ft, swim 20 ft.</p><p><strong>Armor Class</strong>: 22 (-1 size, +5 Dex, +8 natural), touch 14, flat-footed 17</p><p><strong>Base Attack/Grapple</strong>: +8/+15</p><p><strong>Attack</strong>: Bite +12 melee (2d6+4 plus ravage)</p><p><strong>Full Attack</strong>: Bite +12 melee (2d6+4 plus ravage)</p><p><strong>Space/Reach</strong>: 10 ft./10 ft.</p><p><strong>Special Attacks</strong>: Constrict 2d6+4, improved grab, spell-like abilities, ravage</p><p><strong>Special Qualities</strong>: Damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, resistance to acid 10 and cold 10, scent, speak with animals, spell resistance 19, tongues.</p><p><strong>Saves</strong>: Fort +9 (+13 against poison), Ref +11, Will +8</p><p><strong>Abilities</strong>: Str 16, Dex 20, Con 16, Int 12, Wis 14, Cha 14</p><p><strong>Skills</strong>: Bluff +10, Climb +19, Hide +13, Intimidate +16*, Move Silently +13, Sense Motive +10, Spot +10, Survival +10, Swim +19</p><p><strong>Feats</strong>: Weapon Finesse, Dodge, Improved Natural Weapon (bite)</p><p><strong>Environment</strong>: Blessed Fields of Elysium</p><p><strong>Organization</strong>: Solitary or pair</p><p><strong>Challenge Rating</strong>: 9</p><p><strong>Treasure</strong>: No coins, double goods, standard items</p><p><strong>Alignment</strong>: Always neutral good</p><p><strong>Advancement</strong>: 9-16 HD (Large); 17-24 HD (Huge)</p><p><strong>Level Adjustment</strong>: +6</p><p></p><p><em>This creature appears like a yuan-ti abomination or a naga. This barrel-chested outsider has dark green scales and is an amalgam of snake specimen. It has a cobra’s hood, a constrictor’s body, a viper’s poisonous fangs, a rattlesnake’s tail rattle and an adder’s head, with yellow reptilian eyes. It also has a pair of muscular arms ending with four fingers and opposable thumbs.</em></p><p></p><p>Ophidials are the guardinals equivalents of serpentkind. They can grow to a length of 10 feet and weight about 500 lbs. Ophidials sometimes have difficulty interacting with outsiders. Their resemblance to yuan-tis often betray their good nature, but some individuals can see through an ophidial’s heart and resolve to talking instead of fighting. Ophidials are good guides throught Elysium, as well good treasure hunters.</p><p> Ophidials speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their <em>tongues</em> ability.</p><p></p><p><strong>Combat</strong></p><p>A ophidial likes to trick an opponent and surprise it when it least expects it. Like snakes, an ophidial grabs its enemies, crushing them and poisoning them. Some ophidials actually love being treated as a yuan-ti leader and bluff other creatures, such as evil lizardfolks and dark nagas, to follow them. Those who fall the ruse are always found killed, as an ophidial loves to plant its fangs into an evil creature, giving them a taste of their own medicine.</p><p>A ophidial’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.</p><p><strong>Lay on hands (Su)</strong>: This ability works just like the paladin’s ability, but the ophidial can heal as much damage per day as its own undamaged hit point total.</p><p><strong>Constrict (Ex)</strong>: On a successful grapple check, a ophidial deals 2d6+4 points of damage.</p><p><strong>Improved Grab (Ex)</strong>: To use this ability, a ophidial must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.</p><p><strong>Spell-like abilities</strong>: At will- <em>aid</em>, <em>cure light wounds</em> (DC 14), <em>detect evil</em>, <em>detect magic</em>, <em>light</em>, <em>magic circle against evil</em> (self only), <em>neutralize poison</em>; 3/day- <em>restoration</em>; Caster level 11th. The saves DC are charisma-based.</p><p><strong>Ravage (Ex)</strong>: A ophidial has a ravageous bite, like a viper's poison, that deals initial and secondary damage of 1d8 Con. The ravage has a save DC 17. The save DC is Constitution-based.</p><p><strong>*Skills</strong>: Ophidials have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Ophidials have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Due to their rattles and hoods, ophidials gain a +6 to Intimidate checks.</p><p></p><p><strong><span style="color: Red">Cetacianal</span></strong></p><p><strong>Large Outsider (Extraplanar, Good, Guardinal)</strong></p><p><strong>HD</strong>: 10d8+30 (75 hp)</p><p><strong>Initiative</strong>: +1</p><p><strong>Speed</strong>: 20 ft. (4 squares), swim 80 ft.</p><p><strong>Armor Class</strong>: 23 (-1 size, +1 Dex, +13 natural), touch 10, flat-footed 22</p><p><strong>Base Attack/Grapple</strong>: +10/+19</p><p><strong>Attack</strong>: Bite +14 melee (2d6+7) or Bite +16 melee (2d6+7 plus 2d6 with powerful charge)</p><p><strong>Full Attack</strong>: Bite +14 melee (2d6+7) and tail slap +9 melee (1d6+7)</p><p><strong>Space/Reach</strong>: 10 ft./10 ft.</p><p><strong>Special Attacks</strong>: Spell-like abilities</p><p><strong>Special Qualities</strong>: Blindsight 120 ft., damage reduction 10/evil and silver, darkvision 60 ft., hold breath, immunity to electricity and petrification, lay on hands, resistance to acid 10 and cold 10, speak with animals, spell resistance 18, tongues.</p><p><strong>Saves</strong>: Fort +10 (+14 against poison), Ref +8, Will +9</p><p><strong>Abilities</strong>: Str 21, Dex 12, Con 17, Int 12, Wis 14, Cha 15</p><p><strong>Skills</strong>: Climb +15, Diplomacy +12, Intimidate +12, Jump +15, Listen +16*, Sense Motive +12, Spot +16*, Survival +12, Swim +23*</p><p><strong>Feats</strong>: Power Attack, Powerful Charge, Endurance, Diehard</p><p><strong>Environment</strong>: Blessed Fields of Elysium</p><p><strong>Organization</strong>: Solitary or pod (6-10)</p><p><strong>Challenge Rating</strong>: 10</p><p><strong>Treasure</strong>: No coins, double goods, standard items</p><p><strong>Alignment</strong>: Always neutral good</p><p><strong>Advancement</strong>: 11-20 HD (Large); 21-30 HD (Huge)</p><p><strong>Level Adjustment</strong>: +5</p><p></p><p><em>This creature appears as a barrel-chested giant with a orca head. Both hands and feet are webbed and a powerful whale tail drags from its back. Its hides is blue-gray and its eyes are gentle. Fins protrude from its forearms and calves, as well as a dorsal fin.</em></p><p></p><p>Cetacianals are the guardinals of whales. It is also one of the biggest guardinals ever seen, at 15 feet tall and weight about 600 pounds. Due to that, cetacinals are always searching for a home that suit them. Although Elysium is good for nesting, many cetanianals move to the Material Plane, in oceans. They are often mistaken for normal whales, but are known to help explorers to navigate through the seas. Surprisingly, many darfellans worship a cetacianal lord as a messenger of the Whale Mother herself.</p><p> Cetacianals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their <em>tongues</em> ability.</p><p></p><p><strong>Combat</strong></p><p>Cetacianals are good fighters and usually begin a battle by charging. It reverts to this tactic for dangerous ships. Like other guardinals, cetacianals show no mercy for evil creatures. In this case, whale hunters and sahuagins are the prime concerns of a cetacianal, but other evil creatures are not safe from a cetacianal’s wrath.</p><p>A cetacianal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.</p><p><strong>Blindsight (Ex)</strong>: Cetacianals can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the cetacianal to rely on its vision, which is approximately as good as a human’s.</p><p><strong>Hold Breath (Ex)</strong>: A cetacianal can hold its breath for a number of rounds equal to 10 x its Constitution score before it risks drowning, such as 170 rounds, or 17 minutes. </p><p><strong>Lay on hands (Su)</strong>: This ability works just like the paladin’s ability, but the cetacianal can heal as much damage per day as its own undamaged hit point total.</p><p> <strong>Spell-like abilities</strong>: At will- aid, detect evil, detect magic, light, magic circle against evil (self only), water breathing; 3/day- create water, cure light wounds (DC 14); Caster level 9th. The saves DC are charisma-based.</p><p><strong>*Skills</strong>: A cetacianal has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A cetacianal has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.</p><p></p><p><strong><span style="color: Red">Suinal</span></strong></p><p><strong>Medium Outsider (Extraplanar, Good, Guardinal)</strong></p><p><strong>HD</strong>: 7d8+35 (66 hp)</p><p><strong>Initiative</strong>: +0</p><p><strong>Speed</strong>: 40 ft. (8 squares)</p><p><strong>Armor Class</strong>: 22 (+12 natural), touch 10, flat-footed 22</p><p><strong>Base Attack/Grapple</strong>: +7/+12</p><p><strong>Attack</strong>: Gore +12 melee (1d8+6) or Gore +14 melee (1d8+6 plus 1d8 with powerful charge)</p><p><strong>Full Attack</strong>: Gore +12 melee (1d8+6)</p><p><strong>Space/Reach</strong>: 5 ft./5 ft.</p><p><strong>Special Attacks</strong>: Ferocity, spell-like abilities</p><p><strong>Special Qualities</strong>: Damage reduction 10/evil and silver, darkvision 60 ft., hold breath, immunity to electricity and petrification, lay on hands, resistance to acid 10 and cold 10, scent, speak with animals, spell resistance 16, tongues.</p><p><strong>Saves</strong>: Fort +10 (+14 against poison), Ref +5, Will +7</p><p><strong>Abilities</strong>: Str 18, Dex 10, Con 20, Int 12, Wis 14, Cha 14</p><p><strong>Skills</strong>: Bluff +9, Climb +11, Diplomacy +9, Intimidate +9, Jump +11, Listen +9, Sense Motive +9, Spot +9, Survival +9</p><p><strong>Feats</strong>: Powerful Charge, Endurance, Diehard</p><p><strong>Environment</strong>: Blessed Fields of Elysium</p><p><strong>Organization</strong>: Solitary or herd (5-8)</p><p><strong>Challenge Rating</strong>: 7</p><p><strong>Treasure</strong>: No coins, double goods, standard items</p><p><strong>Alignment</strong>: Always neutral good</p><p><strong>Advancement</strong>: 8-14 HD (Medium); 15-24 HD (Large)</p><p><strong>Level Adjustment</strong>: +5</p><p></p><p><em>This creature could be easily mistaken for a wereboar in hybrid form for the common of watchers. But this boar-headed muscular humanoid is a little more charismatic then its afflicted kin. Its brown fur seems well groomed and its tusks well sharpen. Its fore hooves split into crude fingers and thumbs.</em></p><p></p><p>Suinals are the guardinals of swines, such as pigs and boars. It is also the most resilient of the celestials. An suinal lives in the forests of Elysium and is usually searching for food or eating it. An suinal is commonly seen in Elysium practionners festivities, as it loves to have fun, although the real reason is that it loves to eat. An suinal is 6 feet tall and weights about 300 lbs.</p><p> Suinals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their <em>tongues</em> ability.</p><p></p><p><strong>Combat</strong></p><p>Angering an suinal is perhaps the last thing a traveler has done in its lifetime. This guardinal fights much like a enraged barbarian and almost does not retreat, regardless of its opponent. Suinals have taken quite a pleasure sinking their tusks into an evildoer. Evil wereboars are an easy prey, since an suinal does not like innocent people to suffer especially for a supernatural disease, as well as hunters that overkill pigs and boars for meat or ivory.</p><p>A suinal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.</p><p><strong>Ferocity (Ex)</strong>: An suinal is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.</p><p><strong>Lay on hands (Su)</strong>: This ability works just like the paladin’s ability, but the suinal can heal as much damage per day as its own undamaged hit point total.</p><p><strong>Spell-like abilities</strong>: At will- aid, detect evil, detect magic, light, magic circle against evil (self only), virtue; 3/day- boar’s endurance, cure light wounds (DC 14); Caster level 7th. The saves DC are charisma-based.</p><p></p><p><strong><span style="color: Red">Probosceal</span></strong></p><p><strong>Large Outsider (Extraplanar, Good, Guardinal)</strong></p><p><strong>HD</strong>: 11d8+55 (104 hp)</p><p><strong>Initiative</strong>: +0</p><p><strong>Speed</strong>: 40 ft. (8 squares)</p><p><strong>Armor Class</strong>: 24 (-1 size, +15 natural), touch 9, flat-footed 24</p><p><strong>Base Attack/Grapple</strong>: +11/+22</p><p><strong>Attack</strong>: Gore +17 melee (2d6+10) or Gore +19 melee (2d6+10 plus 2d6 with powerful charge)</p><p><strong>Full Attack</strong>: Slam +17 melee (1d8+7) and 2 stamps +12 melee (1d8+3); or gore +17 melee (2d6+10)</p><p><strong>Space/Reach</strong>: 10 ft./10 ft.</p><p><strong>Special Attacks</strong>: Spell-like abilities, trample 2d6+10</p><p><strong>Special Qualities</strong>: Damage reduction 10/evil and silver, darkvision 60 ft., hold breath, immunity to electricity and petrification, lay on hands, resistance to acid 10 and cold 10, scent, speak with animals, spell resistance 24, tongues.</p><p><strong>Saves</strong>: Fort +12 (+16 against poison), Ref +7, Will +10</p><p><strong>Abilities</strong>: Str 24, Dex 10, Con 20, Int 12, Wis 16, Cha 14</p><p><strong>Skills</strong>: Bluff +13, Climb +18, Diplomacy +13, Jump +18, Listen +16, Knowledge (any) +12, Sense Motive +14, Spot +16, Survival +14</p><p><strong>Feats</strong>: Alertness, Powerful Charge, Endurance, Power Attack</p><p><strong>Environment</strong>: Blessed Fields of Elysium</p><p><strong>Organization</strong>: Solitary or herd (5-8)</p><p><strong>Challenge Rating</strong>: 11</p><p><strong>Treasure</strong>: No coins, double goods, standard items</p><p><strong>Alignment</strong>: Always neutral good</p><p><strong>Advancement</strong>: 8-14 HD (Medium); 15-24 HD (Large)</p><p><strong>Level Adjustment</strong>: +5</p><p></p><p><em>This bipedal creature is a majestic cross between a human and an elephant. It has a strong trunk, long tusks, large ears and muscular arms and legs. Its hide is grey and deprived of fur. Upon close observation, small divine runes are inscribed on the surface of its tusks.</em></p><p></p><p>Probosceals are the strongest guardials, second only by the leonal. It symbolizes elephants and mammoths, due to its strength and majesty. It towers at 15 feet and weights 650 pounds. A probosceal lives in any savannah, whether on Elysium or on the Material Plane. They act as sages and historians, and their lairs are often fills with books and scrolls, as they love to learn new things.</p><p> Probosceals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their <em>tongues</em> ability.</p><p></p><p><strong>Combat</strong></p><p>Probosceals are usually passive and peaceful, but that feeling changes when dealing with evil creatures. If confronted to some threats, it usually charges into the fray, either goring its opponent or trampling it. It uses its <em>shatter</em> spell-like ability to break enemies weapons and barriers. Probosceals are protective for the kind or their works. Ivory poachers are always in the probosceal’s scope of punishment.</p><p>A probosceal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.</p><p><strong>Lay on hands (Su)</strong>: This ability works just like the paladin’s ability, but the probosceal can heal as much damage per day as its own undamaged hit point total.</p><p><strong>Spell-like abilities</strong>: At will- aid, detect evil, detect magic, detect thoughts, light, magic circle against evil (self only), shatter (DC 14); 3/day- boar’s endurance, cure moderate wounds (DC 15); Caster level 10th. The saves DC are charisma-based.</p><p><strong>Trample (Ex)</strong>: Reflex half DC 22. The save DC is Strength-based.</p></blockquote><p></p>
[QUOTE="JiCi, post: 2891878, member: 40121"] next: 6 new guardinals [B][COLOR=Red]Piecestal[/COLOR][/B] [B]Medium Outsider (Aquatic, Extraplanar, Good, Guardinal)[/B] [B]HD[/B]: 6d8+12 (39 hp) [B]Initiative[/B]: +7 [B]Speed[/B]: 10 ft. (2 squares), swim 50 ft. [B]Armor Class[/B]: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18 [B]Base Attack/Grapple[/B]: +6/+8 [B]Attack[/B]: Trident +8 melee (1d8+3)* [B]Full Attack[/B]: Trident +8/+3 melee (1d8+3)* and tail slap +3 melee (1d8+3) or trident +9 ranged (1d8+2) [B]Space/Reach[/B]: 5 ft./5 ft. [B]Special Attacks[/B]: Spell-like abilities [B]Special Qualities[/B]: Amphibious, damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, keen scent, lay on hands, resistance to acid 10 and cold 10, speak with animals, spell resistance 18, tongues. [B]Saves[/B]: Fort +7 (+11 against poison), Ref +8, Will +7 [B]Abilities[/B]: Str 14, Dex 17, Con 14, Int 14, Wis 14, Cha 15 [B]Skills[/B]: Bluff +8, Concentration +8, Diplomacy +8, Hide +9, Listen +10, Move Silently +8, Sense Motive +8, Spot +10, Survival +8, Swim +16* [B]Feats[/B]: Alertness, Improved Initiative, Dodge [B]Environment[/B]: Blessed Fields of Elysium [B]Organization[/B]: Solitary or school (2-10) [B]Challenge Rating[/B]: 6 [B]Treasure[/B]: No coins, double goods, standard items [B]Alignment[/B]: Always neutral good [B]Advancement[/B]: 7-12 HD (Medium); 13-18 HD (Large) [B]Level Adjustment[/B]: +4 [I]This creature looks like a hybrid between a woman and fish. It has scales than light-blue, a long sinuous fish tail instead of legs and webbed humanoid hands. Its black eyes are big and human-shaped and its face is human than fish. Fins protrude from the forearms and three large crests start from the peak of the head to the bottom of the back. It wields a trident with effective swiftness.[/I] Piecestals are the guardinals of all aquatic creatures. It is almost 8 feet tall from the head crest to the tip of its tail. They lives in the ponds and lakes of Elysium, but a few planar travelers have reported sighting of piecestals in the Oceanus. Although they don’t have any tendency over law or chaos, piecestals love to swim and in fact many go on expeditions in the Oceanus. Due to this little hobby, piecestals are in good terms with Oceanus dragons and merfolks, and half-celestials merfolks are starting to grow in number. Piecestal speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their [I]tongues[/I] ability. In addition, piecestals speak more commonly Aquan. [B]Combat[/B] A piecestal knows that evil exist in the waters and it shows no more mercy to such being than land bound evil creatures. Piecestals prefer to study and then surprise an opponent instead of charging. Once engaged, little can change the mind of a piecestal. It thrusts its trident, batters with its tail and confuse with its spell-like abilities. *A piecestal’s favored weapon is a trident, which it wields as a two-handed weapon. Enemies rarely have time to surprise a piecestal, since they might have already been detected by the outsider’s sharp senses. A piecestal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction. [B]Amphibious (Ex)[/B]: Even if piecestals are aquatic, they can survive indefinitely on land. [B]Keen scent (Ex) [/B]: A piecestal can notice creatures by scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile. [B]Lay on hands (Su)[/B]: This ability works just like the paladin’s ability, but the piecestal can heal as much damage per day as its own undamaged hit point total. [B]Spell-like abilities[/B]: At will- [I]aid[/I], [I]blur[/I], [I]detect evil[/I], [I]detect magic[/I], [I]light[/I], [I]magic circle against evil[/I] (self only), [I]water breathing[/I]; 3/day- [I]create water[/I], [I]cure light wounds[/I] (DC 13); 1/day- [I]quench[/I] (DC 15); Caster level 7th. The saves DC are charisma-based. [B]*Skills[/B]: A piecestal has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. [B][COLOR=Red]Simianal[/COLOR][/B] [B]Medium Outsider (Extraplanar, Good, Guardinal)[/B] [B]HD[/B]: 10d8+20 (65 hp) [B]Initiative[/B]: +2 [B]Speed[/B]: 30 ft. (6 squares), climb 15 ft. [B]Armor Class[/B]: 24 (+2 Dex, +12 natural), touch 12, flat-footed 22 [B]Base Attack/Grapple[/B]: +10/+16 [B]Attack[/B]: Claw +16 melee (1d6+6) [B]Full Attack[/B]: 2 claws +16 melee (1d6+6) and bite +14 melee (1d8+3) [B]Space/Reach[/B]: 5 ft./5 ft. [B]Special Attacks[/B]: Rend, roar, spell-like abilities [B]Special Qualities[/B]: Damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, resistance to acid 10 and cold 10, scent, speak with animals, spell resistance 21, tongues. [B]Saves[/B]: Fort +9 (+13 against poison), Ref +9, Will +9 [B]Abilities[/B]: Str 22, Dex 15, Con 14, Int 12, Wis 14, Cha 16 [B]Skills[/B]: Climb +24, Concentration +12, Diplomacy +13, Intimidate +13, Jump +16, Listen +12, Sense Motive +12, Spot +12, Survival +12 [B]Feats[/B]: Alertness, Power Attack, Cleave, Multiattack [B]Environment[/B]: Blessed Fields of Elysium [B]Organization[/B]: Solitary or company (3-8) [B]Challenge Rating[/B]: 10 [B]Treasure[/B]: No coins, double goods, standard items [B]Alignment[/B]: Always neutral good [B]Advancement[/B]: 11-20 HD (Medium); 21-30 HD (Large) [B]Level Adjustment[/B]: +6 [I]This creature looks like a gorilla which can stand upright. It has brown and black fur, sharp ivory claws and menacing teeth. Its arms and legs are generally human-sized but the rest is more beast than man.[/I] Simianals are the strongest guardinals known to travelers. It stands almost 7 feet tall and weight about 400 lbs. Monkeys, baboons and apes regard simianals as leaders and none pick a fight with this ape. Despite its menacing appearance, a simianal is good-hearted and is comfortable about helping other creatures and protecting weaker species. Simianals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their [I]tongues[/I] ability. [B]Combat[/B] A simianal usually start a fight by dropping from a tree branch and clawing and biting its opponent to death. If it has detected an evil presence, it casts [I]rage[/I] on itself and go eliminate that threat. Whether enraged or not, a simianal fights to the death, unless it is obviously outnumbered or outmatched. A simianal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction. [B]Lay on hands (Su)[/B]: This ability works just like the paladin’s ability, but the simianal can heal as much damage per day as its own undamaged hit point total. [B]Rend (Ex)[/B]: A simianal that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+12 points of damage. [B]Roar (Su)[/B]: Once per minute, as a full-round action, a simianal can unleash a loud, persistent bark that strike fear on the even the boldest adversaries. This effect is identical to the [I]fear[/I] spell from a 11th-level caster (DC 17). The save DC is charisma-based. [B]Spell-like abilities[/B]: At will- [I]aid[/I], [I]cure light wounds[/I] (DC 14), [I]detect evil[/I], [I]detect magic[/I], [I]light[/I], [I]magic circle against evil[/I] (self only), [I]shield[/I], [I]shield other[/I]; 3/day- [I]rage[/I]; Caster level 11th. The saves DC are charisma-based. [B]*Skills[/B]: Simianals have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. [B][COLOR=Red]Ophidial[/COLOR][/B] [B]Large Outsider (Extraplanar, Good, Guardinal)[/B] [B]HD[/B]: 8d8+24 (60 hp) [B]Initiative[/B]: +2 [B]Speed[/B]: 20 ft. (6 squares), climb 20 ft, swim 20 ft. [B]Armor Class[/B]: 22 (-1 size, +5 Dex, +8 natural), touch 14, flat-footed 17 [B]Base Attack/Grapple[/B]: +8/+15 [B]Attack[/B]: Bite +12 melee (2d6+4 plus ravage) [B]Full Attack[/B]: Bite +12 melee (2d6+4 plus ravage) [B]Space/Reach[/B]: 10 ft./10 ft. [B]Special Attacks[/B]: Constrict 2d6+4, improved grab, spell-like abilities, ravage [B]Special Qualities[/B]: Damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, resistance to acid 10 and cold 10, scent, speak with animals, spell resistance 19, tongues. [B]Saves[/B]: Fort +9 (+13 against poison), Ref +11, Will +8 [B]Abilities[/B]: Str 16, Dex 20, Con 16, Int 12, Wis 14, Cha 14 [B]Skills[/B]: Bluff +10, Climb +19, Hide +13, Intimidate +16*, Move Silently +13, Sense Motive +10, Spot +10, Survival +10, Swim +19 [B]Feats[/B]: Weapon Finesse, Dodge, Improved Natural Weapon (bite) [B]Environment[/B]: Blessed Fields of Elysium [B]Organization[/B]: Solitary or pair [B]Challenge Rating[/B]: 9 [B]Treasure[/B]: No coins, double goods, standard items [B]Alignment[/B]: Always neutral good [B]Advancement[/B]: 9-16 HD (Large); 17-24 HD (Huge) [B]Level Adjustment[/B]: +6 [I]This creature appears like a yuan-ti abomination or a naga. This barrel-chested outsider has dark green scales and is an amalgam of snake specimen. It has a cobra’s hood, a constrictor’s body, a viper’s poisonous fangs, a rattlesnake’s tail rattle and an adder’s head, with yellow reptilian eyes. It also has a pair of muscular arms ending with four fingers and opposable thumbs.[/I] Ophidials are the guardinals equivalents of serpentkind. They can grow to a length of 10 feet and weight about 500 lbs. Ophidials sometimes have difficulty interacting with outsiders. Their resemblance to yuan-tis often betray their good nature, but some individuals can see through an ophidial’s heart and resolve to talking instead of fighting. Ophidials are good guides throught Elysium, as well good treasure hunters. Ophidials speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their [I]tongues[/I] ability. [B]Combat[/B] A ophidial likes to trick an opponent and surprise it when it least expects it. Like snakes, an ophidial grabs its enemies, crushing them and poisoning them. Some ophidials actually love being treated as a yuan-ti leader and bluff other creatures, such as evil lizardfolks and dark nagas, to follow them. Those who fall the ruse are always found killed, as an ophidial loves to plant its fangs into an evil creature, giving them a taste of their own medicine. A ophidial’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction. [B]Lay on hands (Su)[/B]: This ability works just like the paladin’s ability, but the ophidial can heal as much damage per day as its own undamaged hit point total. [B]Constrict (Ex)[/B]: On a successful grapple check, a ophidial deals 2d6+4 points of damage. [B]Improved Grab (Ex)[/B]: To use this ability, a ophidial must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. [B]Spell-like abilities[/B]: At will- [I]aid[/I], [I]cure light wounds[/I] (DC 14), [I]detect evil[/I], [I]detect magic[/I], [I]light[/I], [I]magic circle against evil[/I] (self only), [I]neutralize poison[/I]; 3/day- [I]restoration[/I]; Caster level 11th. The saves DC are charisma-based. [B]Ravage (Ex)[/B]: A ophidial has a ravageous bite, like a viper's poison, that deals initial and secondary damage of 1d8 Con. The ravage has a save DC 17. The save DC is Constitution-based. [B]*Skills[/B]: Ophidials have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Ophidials have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Due to their rattles and hoods, ophidials gain a +6 to Intimidate checks. [B][COLOR=Red]Cetacianal[/COLOR][/B] [B]Large Outsider (Extraplanar, Good, Guardinal)[/B] [B]HD[/B]: 10d8+30 (75 hp) [B]Initiative[/B]: +1 [B]Speed[/B]: 20 ft. (4 squares), swim 80 ft. [B]Armor Class[/B]: 23 (-1 size, +1 Dex, +13 natural), touch 10, flat-footed 22 [B]Base Attack/Grapple[/B]: +10/+19 [B]Attack[/B]: Bite +14 melee (2d6+7) or Bite +16 melee (2d6+7 plus 2d6 with powerful charge) [B]Full Attack[/B]: Bite +14 melee (2d6+7) and tail slap +9 melee (1d6+7) [B]Space/Reach[/B]: 10 ft./10 ft. [B]Special Attacks[/B]: Spell-like abilities [B]Special Qualities[/B]: Blindsight 120 ft., damage reduction 10/evil and silver, darkvision 60 ft., hold breath, immunity to electricity and petrification, lay on hands, resistance to acid 10 and cold 10, speak with animals, spell resistance 18, tongues. [B]Saves[/B]: Fort +10 (+14 against poison), Ref +8, Will +9 [B]Abilities[/B]: Str 21, Dex 12, Con 17, Int 12, Wis 14, Cha 15 [B]Skills[/B]: Climb +15, Diplomacy +12, Intimidate +12, Jump +15, Listen +16*, Sense Motive +12, Spot +16*, Survival +12, Swim +23* [B]Feats[/B]: Power Attack, Powerful Charge, Endurance, Diehard [B]Environment[/B]: Blessed Fields of Elysium [B]Organization[/B]: Solitary or pod (6-10) [B]Challenge Rating[/B]: 10 [B]Treasure[/B]: No coins, double goods, standard items [B]Alignment[/B]: Always neutral good [B]Advancement[/B]: 11-20 HD (Large); 21-30 HD (Huge) [B]Level Adjustment[/B]: +5 [I]This creature appears as a barrel-chested giant with a orca head. Both hands and feet are webbed and a powerful whale tail drags from its back. Its hides is blue-gray and its eyes are gentle. Fins protrude from its forearms and calves, as well as a dorsal fin.[/I] Cetacianals are the guardinals of whales. It is also one of the biggest guardinals ever seen, at 15 feet tall and weight about 600 pounds. Due to that, cetacinals are always searching for a home that suit them. Although Elysium is good for nesting, many cetanianals move to the Material Plane, in oceans. They are often mistaken for normal whales, but are known to help explorers to navigate through the seas. Surprisingly, many darfellans worship a cetacianal lord as a messenger of the Whale Mother herself. Cetacianals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their [I]tongues[/I] ability. [B]Combat[/B] Cetacianals are good fighters and usually begin a battle by charging. It reverts to this tactic for dangerous ships. Like other guardinals, cetacianals show no mercy for evil creatures. In this case, whale hunters and sahuagins are the prime concerns of a cetacianal, but other evil creatures are not safe from a cetacianal’s wrath. A cetacianal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction. [B]Blindsight (Ex)[/B]: Cetacianals can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the cetacianal to rely on its vision, which is approximately as good as a human’s. [B]Hold Breath (Ex)[/B]: A cetacianal can hold its breath for a number of rounds equal to 10 x its Constitution score before it risks drowning, such as 170 rounds, or 17 minutes. [B]Lay on hands (Su)[/B]: This ability works just like the paladin’s ability, but the cetacianal can heal as much damage per day as its own undamaged hit point total. [B]Spell-like abilities[/B]: At will- aid, detect evil, detect magic, light, magic circle against evil (self only), water breathing; 3/day- create water, cure light wounds (DC 14); Caster level 9th. The saves DC are charisma-based. [B]*Skills[/B]: A cetacianal has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A cetacianal has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated. [B][COLOR=Red]Suinal[/COLOR][/B] [B]Medium Outsider (Extraplanar, Good, Guardinal)[/B] [B]HD[/B]: 7d8+35 (66 hp) [B]Initiative[/B]: +0 [B]Speed[/B]: 40 ft. (8 squares) [B]Armor Class[/B]: 22 (+12 natural), touch 10, flat-footed 22 [B]Base Attack/Grapple[/B]: +7/+12 [B]Attack[/B]: Gore +12 melee (1d8+6) or Gore +14 melee (1d8+6 plus 1d8 with powerful charge) [B]Full Attack[/B]: Gore +12 melee (1d8+6) [B]Space/Reach[/B]: 5 ft./5 ft. [B]Special Attacks[/B]: Ferocity, spell-like abilities [B]Special Qualities[/B]: Damage reduction 10/evil and silver, darkvision 60 ft., hold breath, immunity to electricity and petrification, lay on hands, resistance to acid 10 and cold 10, scent, speak with animals, spell resistance 16, tongues. [B]Saves[/B]: Fort +10 (+14 against poison), Ref +5, Will +7 [B]Abilities[/B]: Str 18, Dex 10, Con 20, Int 12, Wis 14, Cha 14 [B]Skills[/B]: Bluff +9, Climb +11, Diplomacy +9, Intimidate +9, Jump +11, Listen +9, Sense Motive +9, Spot +9, Survival +9 [B]Feats[/B]: Powerful Charge, Endurance, Diehard [B]Environment[/B]: Blessed Fields of Elysium [B]Organization[/B]: Solitary or herd (5-8) [B]Challenge Rating[/B]: 7 [B]Treasure[/B]: No coins, double goods, standard items [B]Alignment[/B]: Always neutral good [B]Advancement[/B]: 8-14 HD (Medium); 15-24 HD (Large) [B]Level Adjustment[/B]: +5 [I]This creature could be easily mistaken for a wereboar in hybrid form for the common of watchers. But this boar-headed muscular humanoid is a little more charismatic then its afflicted kin. Its brown fur seems well groomed and its tusks well sharpen. Its fore hooves split into crude fingers and thumbs.[/I] Suinals are the guardinals of swines, such as pigs and boars. It is also the most resilient of the celestials. An suinal lives in the forests of Elysium and is usually searching for food or eating it. An suinal is commonly seen in Elysium practionners festivities, as it loves to have fun, although the real reason is that it loves to eat. An suinal is 6 feet tall and weights about 300 lbs. Suinals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their [I]tongues[/I] ability. [B]Combat[/B] Angering an suinal is perhaps the last thing a traveler has done in its lifetime. This guardinal fights much like a enraged barbarian and almost does not retreat, regardless of its opponent. Suinals have taken quite a pleasure sinking their tusks into an evildoer. Evil wereboars are an easy prey, since an suinal does not like innocent people to suffer especially for a supernatural disease, as well as hunters that overkill pigs and boars for meat or ivory. A suinal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction. [B]Ferocity (Ex)[/B]: An suinal is such a tenacious combatant that it continues to fight without penalty even while disabled or dying. [B]Lay on hands (Su)[/B]: This ability works just like the paladin’s ability, but the suinal can heal as much damage per day as its own undamaged hit point total. [B]Spell-like abilities[/B]: At will- aid, detect evil, detect magic, light, magic circle against evil (self only), virtue; 3/day- boar’s endurance, cure light wounds (DC 14); Caster level 7th. The saves DC are charisma-based. [B][COLOR=Red]Probosceal[/COLOR][/B] [B]Large Outsider (Extraplanar, Good, Guardinal)[/B] [B]HD[/B]: 11d8+55 (104 hp) [B]Initiative[/B]: +0 [B]Speed[/B]: 40 ft. (8 squares) [B]Armor Class[/B]: 24 (-1 size, +15 natural), touch 9, flat-footed 24 [B]Base Attack/Grapple[/B]: +11/+22 [B]Attack[/B]: Gore +17 melee (2d6+10) or Gore +19 melee (2d6+10 plus 2d6 with powerful charge) [B]Full Attack[/B]: Slam +17 melee (1d8+7) and 2 stamps +12 melee (1d8+3); or gore +17 melee (2d6+10) [B]Space/Reach[/B]: 10 ft./10 ft. [B]Special Attacks[/B]: Spell-like abilities, trample 2d6+10 [B]Special Qualities[/B]: Damage reduction 10/evil and silver, darkvision 60 ft., hold breath, immunity to electricity and petrification, lay on hands, resistance to acid 10 and cold 10, scent, speak with animals, spell resistance 24, tongues. [B]Saves[/B]: Fort +12 (+16 against poison), Ref +7, Will +10 [B]Abilities[/B]: Str 24, Dex 10, Con 20, Int 12, Wis 16, Cha 14 [B]Skills[/B]: Bluff +13, Climb +18, Diplomacy +13, Jump +18, Listen +16, Knowledge (any) +12, Sense Motive +14, Spot +16, Survival +14 [B]Feats[/B]: Alertness, Powerful Charge, Endurance, Power Attack [B]Environment[/B]: Blessed Fields of Elysium [B]Organization[/B]: Solitary or herd (5-8) [B]Challenge Rating[/B]: 11 [B]Treasure[/B]: No coins, double goods, standard items [B]Alignment[/B]: Always neutral good [B]Advancement[/B]: 8-14 HD (Medium); 15-24 HD (Large) [B]Level Adjustment[/B]: +5 [I]This bipedal creature is a majestic cross between a human and an elephant. It has a strong trunk, long tusks, large ears and muscular arms and legs. Its hide is grey and deprived of fur. Upon close observation, small divine runes are inscribed on the surface of its tusks.[/I] Probosceals are the strongest guardials, second only by the leonal. It symbolizes elephants and mammoths, due to its strength and majesty. It towers at 15 feet and weights 650 pounds. A probosceal lives in any savannah, whether on Elysium or on the Material Plane. They act as sages and historians, and their lairs are often fills with books and scrolls, as they love to learn new things. Probosceals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their [I]tongues[/I] ability. [B]Combat[/B] Probosceals are usually passive and peaceful, but that feeling changes when dealing with evil creatures. If confronted to some threats, it usually charges into the fray, either goring its opponent or trampling it. It uses its [I]shatter[/I] spell-like ability to break enemies weapons and barriers. Probosceals are protective for the kind or their works. Ivory poachers are always in the probosceal’s scope of punishment. A probosceal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction. [B]Lay on hands (Su)[/B]: This ability works just like the paladin’s ability, but the probosceal can heal as much damage per day as its own undamaged hit point total. [B]Spell-like abilities[/B]: At will- aid, detect evil, detect magic, detect thoughts, light, magic circle against evil (self only), shatter (DC 14); 3/day- boar’s endurance, cure moderate wounds (DC 15); Caster level 10th. The saves DC are charisma-based. [B]Trample (Ex)[/B]: Reflex half DC 22. The save DC is Strength-based. [/QUOTE]
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JiCi's Beastiary [updated January 2nd 2007]
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