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JiCi's Beastiary [updated January 2nd 2007]
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<blockquote data-quote="JiCi" data-source="post: 2891880" data-attributes="member: 40121"><p>next: 7 new guardinals</p><p></p><p><strong><span style="color: Red">Cephalopal</span></strong></p><p><strong>Medium Outsider (Aquatic, Extraplanar, Good, Guardinal)</strong></p><p><strong>HD</strong>: 8d8+16 (48 hp)</p><p><strong>Initiative</strong>: +7</p><p><strong>Speed</strong>: 20 ft. (4 squares), swim 30 ft. or 30 ft. (6 squares), swim 15 ft.</p><p><strong>Armor Class</strong>: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18</p><p><strong>Base Attack/Grapple</strong>: +8/+17*</p><p><strong>Attack</strong>: Tentacle +13 melee (1d4+5)</p><p><strong>Full Attack</strong>: 6 tentacles +13 melee (1d4+5) and bite (1d6+2) or slam +13 melee (1d8+7) and 3 tentacles +8 melee (1d4+2) and bite +8 melee (1d6+2) or 2 slams +13 melee (1d8+7) and bite +8 melee (1d6+2)</p><p><strong>Space/Reach</strong>: 5 ft./5 ft.</p><p><strong>Special Attacks</strong>: Constrict 1d4+7, improved grab, spell-like abilities, tentacle twist</p><p><strong>Special Qualities</strong>: Amphibious, damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, ink cloud, jet, lay on hands, resistance to cold 10 and sonic 10, speak with animals, spell resistance 22, tongues.</p><p><strong>Saves</strong>: Fort +8 (+12 against poison), Ref +9, Will +8</p><p><strong>Abilities</strong>: Str 20, Dex 17, Con 15, Int 12, Wis 14, Cha 15</p><p><strong>Skills</strong>: Concentration +13, Diplomacy +14, Escape Artist +19*, Hide +23*, Listen +13, Sense Motive +13, Spot +13, Survival +13, Swim +24*</p><p><strong>Feats</strong>: Improved Initiative, Power Attack, Endurance</p><p><strong>Environment</strong>: Blessed Fields of Elysium</p><p><strong>Organization</strong>: Solitary or school (2-6)</p><p><strong>Challenge Rating</strong>: 8</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 (Medium); 17-24 HD (Large)</p><p><strong>Level Adjustment</strong>: +5</p><p></p><p><em>This creature has a reddish skin and a humanoid torso. Three tentacles sprout from each shoulder and two others from each thigh. Its head is adorned with a squid cap, two large bulbous eyes and a beak-like mouth.</em></p><p></p><p>Cephalopals represent squids and octopi in the planar realms. Although often see as a bad omen for sailors, cephalopals are actually kind and gladly help others, mainly aquatic races. They live in the Oceanus river, yet some also make themselves at home in the Material Plane or the Elemental Plane of Water. Elysium is also a good place for cephalopals, yet they lives in rather deep waters. They are about 8 feet tall and weigh around 200 lbs.</p><p> Cephalopals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their <em>tongues</em> ability. In addition, cephalopals speak more commonly Aquan.</p><p></p><p><strong>Combat</strong></p><p>Although not strong enough to battle single-handily, cephalopals often gang up against krakens and other giant sea creatures such as evil storm giants. Like other guardinals, they tolerate no evil, even if the source is huge. Sahuagins, kuo-tuas, aboleths and their skum minions are often hunted and darfellans and merfolks team up to help a cephalopal. Against a non-water breather, the cephalopal tries to grapple its foe and drown it. Against aquatic opponents, it batters them to death while crushing them.</p><p>A cephalopal’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 cephalopals are aquatic, they can survive indefinitely on land.</p><p><strong>Constrict (Ex)</strong>: A cephalopal deals 1d4+7 points of damage with a successful grapple check.</p><p><strong>Improved Grab (Ex)</strong>: To use this ability, a cephalopal must hit an opponent of Large size or smaller with a tentacle 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>*A cephalopal has a +4 racial bonus on grapple checks.</p><p><strong>Ink Cloud (Ex)</strong>: A cephalopal can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.</p><p><strong>Jet (Ex)</strong>: A cephalopal can jet backward once per round as a full-round action, at a speed of 210 feet, or 105 feet if the leg tentacles are twisted. It must move in a straight line, but does not provoke attacks of opportunity while jetting.</p><p><strong>Lay on hands (Su)</strong>: This ability works just like the paladin’s ability, but the cephalopal can heal as much damage per day as its own undamaged hit point total.</p><p><strong>Spell-like abilities</strong>: At will- aid, blur, detect evil, detect magic, light, magic circle against evil (self only), water breathing; 3/day- create water, cure light wounds (DC 13); Caster level 6th. The saves DC are charisma-based.</p><p><strong>*Skills</strong>: A cephalopal has a racial +5 to Escape Artist and a +10 bonus to Hide checks. A cephalopal 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><strong>Tentacle Twist (Ex)</strong>: The cephalopal can twist its arm and leg tentacles to form stronger appendages. When wrapping its arms, it loses 2 tentacle attacks per arm, but gains a slam attack that deals damage as in one category larger and with 1-1/2 times the Strength bonus. When wrapping its legs, its swim speed is halved but its land speed increases by +10.</p><p></p><p><strong><span style="color: Red">Anural</span></strong></p><p><strong>Small Outsider (Extraplanar, Good, Guardinal)</strong></p><p><strong>HD</strong>: 5d8+10 plus 3 (35 hp)</p><p><strong>Initiative</strong>: +5</p><p><strong>Speed</strong>: 20 ft. (4 squares), swim 40 ft.</p><p><strong>Armor Class</strong>: 21 (+1 size, +5 Dex, +5 natural), touch 16, flat-footed 16</p><p><strong>Base Attack/Grapple</strong>: +5/+2</p><p><strong>Attack</strong>: Bite +11 melee (1d4+2)</p><p><strong>Full Attack</strong>: Bite +11 melee (1d4+2) or tongue +11 melee (1d3+2 non-lethal)</p><p><strong>Space/Reach</strong>: 5 ft./5 ft. (10 ft. with tongue)</p><p><strong>Special Attacks</strong>: Improved grab, spell-like abilities</p><p><strong>Special Qualities</strong>: Damage reduction 5/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, resistance to cold 10 and sonic 10, speak with animals, spell resistance 15, tongues, water breathing</p><p><strong>Saves</strong>: Fort +6 (+10 against poison), Ref +9, Will +6</p><p><strong>Abilities</strong>: Str 12, Dex 20, Con 14, Int 12, Wis 14, Cha 15</p><p><strong>Skills</strong>: Concentration +10, Diplomacy +10, Jump +15*, Hide +16*, Listen +10, Move Silently +10, Sense Motive +10, Spot +10, Survival +10, Swim +17*</p><p><strong>Feats</strong>: Toughness, Weapon Finesse</p><p><strong>Environment</strong>: Blessed Fields of Elysium</p><p><strong>Organization</strong>: Solitary or swarm (2-20)</p><p><strong>Challenge Rating</strong>: 5</p><p><strong>Treasure</strong>: No coins, double goods, standard items</p><p><strong>Alignment</strong>: Always neutral good</p><p><strong>Advancement</strong>: 6-10 HD (Medium); 11-15 HD (Large)</p><p><strong>Level Adjustment</strong>: +3</p><p></p><p><em>This creature looks like a giant frog standing upright. Its chest is humanoid-like, and its hands and feet are webbed. It also possesses large eyes and a dark green hide. </em></p><p></p><p>Anurals swim through the ponds and rivers of Elysium with ease and joy. As the guardinal equivalent of frogs and toads, they often serve as messengers or good people willing to give information on a specific subject. They don’t really travel, preferring to stay at home without worrying about the world, but strong-willed anurals are common, making their way into the Material Plane and even following a group of adventurers. They are about the same size and weight of an halfling.</p><p> Anurals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their <em>tongues</em> ability. In addition, anurals speak more commonly Aquan.</p><p></p><p><strong>Combat</strong></p><p>Anurals usually hide when trouble abound. Their Small size gives them an advantage when setting ambushes and traps. Black dragons and lizardfolks are the primary targets of an anural, and many have fell to a swarm of anurals. Anurals lash out with their tongue to grapple its targets and chew it to bits. They develop flanking and ambushing tactics.</p><p>An anural’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>Improved Grab (Ex)</strong>: To use this ability, an anural must hit an opponent of Medium size or smaller with its tongue 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.</p><p><strong>Lay on hands (Su)</strong>: This ability works just like the paladin’s ability, but the anural can heal as much damage per day as its own undamaged hit point total.</p><p><strong>Spell-like abilities</strong>: At will- aid, blur, detect evil, detect magic, light, magic circle against evil (self only), water breathing; 1/day- create water, cure light wounds (DC 13); Caster level 5th. The saves DC are charisma-based.</p><p><strong>*Skills</strong>: An anural has a racial +4 to Hide checks and a +8 to Jump checks. An anural 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><strong>Water Breathing (Ex)</strong>: Anurals can breathe both air and water.</p><p></p><p><strong><span style="color: Red">Bovinal</span></strong></p><p><strong>Medium Outsider (Extraplanar, Good, Guardinal)</strong></p><p><strong>HD</strong>: 9d8+10 (76 hp)</p><p><strong>Initiative</strong>: +1</p><p><strong>Speed</strong>: 30 ft. (6 squares) </p><p><strong>Armor Class</strong>: 23 (+1 Dex, +12 natural), touch 11, flat-footed 22</p><p><strong>Base Attack/Grapple</strong>: +9/+15</p><p><strong>Attack</strong>: Greatsword +15 melee (2d6+9) or gore +15 melee (1d8+9)</p><p><strong>Full Attack</strong>: Greatsword +15/+10 melee (2d6+9) and gore +10 melee (1d8+6)</p><p><strong>Space/Reach</strong>: 5 ft./5 ft.</p><p><strong>Special Attacks</strong>: Powerful charge 4d6+9, spell-like abilities, trample 2d8+9</p><p><strong>Special Qualities</strong>: Damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, scent, resistance to cold 10 and sonic 10, speak with animals, spell resistance 23, tongues</p><p><strong>Saves</strong>: Fort +10 (+14 against poison), Ref +7, Will +8</p><p><strong>Abilities</strong>: Str 23, Dex 12, Con 18, Int 12, Wis 14, Cha 15</p><p><strong>Skills</strong>: Climb +18, Concentration +16, Diplomacy +14, Jump +18, Hide +13, Listen +14, Move Silently +13, Spot +14, Survival +14</p><p><strong>Feats</strong>: Power Attack, Cleave, Improved Bull Rush, Endurance</p><p><strong>Environment</strong>: Blessed Fields of Elysium</p><p><strong>Organization</strong>: Solitary or gang (2-8)</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>: 10-18 HD (Medium); 19-27 HD (Large)</p><p><strong>Level Adjustment</strong>: +5</p><p></p><p><em>This creature looks like a dark-skinned humanoid with a bull head. It is covered with scarce hair and its feet end with thick hooves. A greatsword is swung behind its back and its horns are engraved with runes.</em></p><p></p><p>Bovinals are strong and bold, second to the leonal. They represent cows, bulls and other cattle animals and they value the lives of these creatures. Often mistaken for minotaurs, they lives in caves near plains, rarely showing themselves to travelers, yet they are helpful to them concerning directions and paths. They stand at 7 feet tall and weigh 250 lbs.</p><p> Bovinals 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>Bovinals are powerful fighters and they fight to the end. They charge into the fray and don’t let go of their targets. They usually wait before charging, in case they could fell into a trap. This tactic is however pushed aside when confronted to minotaurs and followers of Baphomet the demon prince. They don’t even think before charging; to them, these evil creatures deserve a quick and brutal death.</p><p>A bovinal’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 bovinal can heal as much damage per day as its own undamaged hit point total.</p><p><strong>Powerful Charge (Ex)</strong>: A bovinal typically begins a battle by charging at an opponent, lowering its head to bring its horns into play. In addition to the normal benefits and hazards of a charge, this allows the guardinal to make a single gore attack with a +15 attack bonus that deals 4d6+9 points of damage.</p><p><strong>Spell-like abilities</strong>: At will- aid, detect evil, detect magic, light, magic circle against evil (self only), virtue; 3/day- bull’s strength, cure moderate wounds (DC 14); Caster level 9th. The saves DC are charisma-based.</p><p><strong>Trample (Ex)</strong>: Reflex half DC 20. The save DC is Strength-based.</p><p></p><p><strong><span style="color: Red">Chiropteral</span></strong></p><p><strong>Small Outsider (Extraplanar, Good, Guardinal)</strong></p><p><strong>HD</strong>: 5d8+5 (27 hp)</p><p><strong>Initiative</strong>: +11</p><p><strong>Speed</strong>: 20 ft. (4 squares), fly 40 ft. (good)</p><p><strong>Armor Class</strong>: 21 (+1 size, +6 Dex, +4 natural), touch 17, flat-footed 15</p><p><strong>Base Attack/Grapple</strong>: +5/+1</p><p><strong>Attack</strong>: Bite +12 melee (1d4 plus wounding)</p><p><strong>Full Attack</strong>: Bite +12 melee (1d4 plus wounding)</p><p><strong>Space/Reach</strong>: 5 ft./5 ft.</p><p><strong>Special Attacks</strong>: Spell-like abilities, wounding</p><p><strong>Special Qualities</strong>: Blindsense 60 ft., damage reduction 5/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, resistance to cold 10 and sonic 10, speak with animals, spell resistance 17, tongues</p><p><strong>Saves</strong>: Fort +5 (+9 against poison), Ref +10, Will +6</p><p><strong>Abilities</strong>: Str 10, Dex 22, Con 12, Int 12, Wis 14, Cha 15</p><p><strong>Skills</strong>: Bluff +10, Concentration +9, Diplomacy +10, Hide +22*, Listen +14*, Move Silently +10, Sense Motive +10, Spot +14*, Survival +10</p><p><strong>Feats</strong>: Weapon Finesse, Improved Initiative</p><p><strong>Environment</strong>: Blessed Fields of Elysium</p><p><strong>Organization</strong>: Solitary or colony (2-16)</p><p><strong>Challenge Rating</strong>: 5</p><p><strong>Treasure</strong>: No coins, double goods, standard items</p><p><strong>Alignment</strong>: Always neutral good</p><p><strong>Advancement</strong>: 6-10 HD (Medium); 11-15 HD (Large)</p><p><strong>Level Adjustment</strong>: +3</p><p></p><p><em>This creature is about the same size of an halfling. It has long elliptical ears, a flat nose, small beady eyes and sharp fangs. It has leathery wings along its arms.</em></p><p></p><p>Hailing from the darkest caves of Elysium is the mysterious chiropteral. If vampires represent the dark aspects of bats and darkness, chiropterals represent the good aspects. These bat-like guardinals serve as guides and travelling companions for travellers in caves. Desmodus and nycters sometimes see them as divine emissaries, while drows and other races see them as pets and divine invaders. They prefers dark areas, while not being sensitive to light, and the Material Plane and even the Elemental of Earth are good homes for chiropterals.</p><p> Chiropterals 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 chiropteral is rarely encountered alone. Like bats, a chiropteral is quite protective about its colony and all members defend one and other. They ambush their opponenets from above and, if possible, from dark areas. Like guardinals, a chiropteral hates evil. In this case, vampires and werebats are their prime targets. Many colonies masquerade as slaves for vampires, in order to turn on them and bite them to dust.</p><p>A chiropteral’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>Wounding (Ex)</strong>: Any living creature damaged by a chiropteral continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.</p><p><strong>Blindsense (Ex)</strong>: A chiropteral notices and locates creatures within 60 feet. Opponents still have total concealment against the chiropteral. If the blindsense is negated, the chiropteral must rely on its vision, which is as good as a human, with its normal darkvision. </p><p><strong>Lay on hands (Su)</strong>: This ability works just like the paladin’s ability, but the chiropteral can heal as much damage per day as its own undamaged hit point total.</p><p><strong>Spell-like abilities</strong>: At will- aid, blur, detect evil, detect magic, magic circle against evil (self only); 1/day- darkness, cure light wounds (DC 13); Caster level 5th. The saves DC are charisma-based.</p><p><strong>*Skills</strong>: A chiropteral has a racial +4 to Hide checks and a +4 to Listen and Spot checks. These bonuses are lost if the chiropteral’s blindsense is negated.</p><p></p><p><strong><span style="color: Red">Testudal</span></strong></p><p><strong>Small Outsider (Aquatic, Extraplanar, Good, Guardinal)</strong></p><p><strong>HD</strong>: 7d8+10 plus 3 (55 hp)</p><p><strong>Initiative</strong>: +0</p><p><strong>Speed</strong>: 15 ft. (4 squares), swim 30 ft.</p><p><strong>Armor Class</strong>: 19 (+1 size, +8 natural), touch 11, flat-footed 19</p><p><strong>Base Attack/Grapple</strong>: +7/+5</p><p><strong>Attack</strong>: Bite +8 melee (1d4+3)</p><p><strong>Full Attack</strong>: Bite +8 melee (1d4+3)</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>: Damage reduction 5/evil and silver, darkvision 60 ft., hold breath, immunity to electricity and petrification, lay on hands, resistance to cold 10 and sonic 10, speak with animals, spell resistance 18, tongues, water breathing</p><p><strong>Saves</strong>: Fort +8 (+12 against poison), Ref +5, Will +7</p><p><strong>Abilities</strong>: Str 15, Dex 10, Con 16, Int 12, Wis 14, Cha 15</p><p><strong>Skills</strong>: Concentration +13, Diplomacy +12, Hide +14, Listen +12, Move Silently +10, Sense Motive +12, Spot +12, Survival +12, Swim +20*</p><p><strong>Feats</strong>: Toughness, Endurance, Diehard</p><p><strong>Environment</strong>: Blessed Fields of Elysium</p><p><strong>Organization</strong>: Solitary or family (4-15)</p><p><strong>Challenge Rating</strong>: 5</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); 15-21 HD (Large)</p><p><strong>Level Adjustment</strong>: +4</p><p></p><p><em>This creature stands at 3 feet tall. It has turtle-like traits, such as a beak-like mouth, stump-like legs and feet and a large shell that it wears almost like a clothe. It walks slowly and steadily and its eyes reflect kindness and calm.</em></p><p></p><p>Testudals are guardinals who symbolize turtles, tortoises and other terrapin creatures throughout the planes. Slow, steady and often long-lived, testudals have time to watch the world and witness its events. They do not travel often preferring to stay in Elysium’s riverbanks. When summoned to the Material Plane, they help travellers with directions and, if the location is not too far, as guides. Druids, nymphs and dryads are good company for a tesdutal.</p><p> Testudals 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>Due to its slow-moving gait on solid ground, testudals really initiate attacks, but never turn back on endangered creatures, and always rush to defeat an evil creature. Underwater, being faster, a testudal charges its opponents, which often surprise them. Skums, sahuagins and locathahs are the main enemies of the testudal, and its size and shell grant it a effective defense.</p><p>A testudal’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>Hold Breath (Ex)</strong>: A testudal can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning, such as 96 rounds, or almost 10 minutes. </p><p><strong>Lay on hands (Su)</strong>: This ability works just like the paladin’s ability, but the tesdutal can heal as much damage per day as its own undamaged hit point total.</p><p><strong>Spell-like abilities</strong>: At will- aid, blur, detect evil, detect magic, light, magic circle against evil (self only), water breathing; 3/day mage armor, shield; 1/day- create water, cure light wounds (DC 13); Caster level 7th. The saves DC are charisma-based.</p><p><strong>*Skills</strong>: A testudal 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">Lacertal</span></strong></p><p><strong>Medium Outsider (Extraplanar, Good, Guardinal)</strong></p><p><strong>HD</strong>: 8d8+24 (68 hp)</p><p><strong>Initiative</strong>: +4</p><p><strong>Speed</strong>: 30 ft. (8 squares), climb 30 ft, swim 30 ft., burrow 30 ft.</p><p><strong>Armor Class</strong>: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17</p><p><strong>Base Attack/Grapple</strong>: +8/+11</p><p><strong>Attack</strong>: Bite +11 melee (1d8+4)</p><p><strong>Full Attack</strong>: Bite +11 melee (1d8+3) and 2 claws +6 melee (1d4+1)</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>: Chameleon skin, 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 20, tongues.</p><p><strong>Saves</strong>: Fort +10 (+14 against poison), Ref +9, Will +8</p><p><strong>Abilities</strong>: Str 16, Dex 16, Con 18, Int 14, Wis 14, Cha 14</p><p><strong>Skills</strong>: Balance +18*, Climb +22*, Hide +25*, Listen +13, Move Silently +18*, Sense Motive +13, Spot +13, Survival +13, Swim +22*, Tumble +14</p><p><strong>Feats</strong>: Dodge, Improved Natural Weapon (bite), Skill Focus (Hide)</p><p><strong>Environment</strong>: Blessed Fields of Elysium</p><p><strong>Organization</strong>: Solitary or pair</p><p><strong>Challenge Rating</strong>: 8</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>: +5</p><p></p><p><em>This creature appears like a lizardfolk at first glance. It has long snout and a mouth filled with sharp teeth. A large frill crowns its head and descends all the way to the end of its spine, and two other fan-like frills protrude from its neck. Its hands and feet are tipped with small but sharp claws and are partly webbed. Its scales are dark green and its eyes are an hybrid between the standard human and reptilian eye.</em></p><p></p><p>Lacertals are the lizard equivalent of the guardinals. They live in the forests and deserts of Elysium, but they have been seen in other upper planes and the Material Plane. They usually spy on travellers before helping them or, at worse, striking them. They take their duties at heart, and usually are seen defending other creatures, regardless of strength. They patrol their domains thoroughly and often fight to the death to protect their territory, along with the creatures in it. Metallic dragons often choose lacertals as minions and lair guards.</p><p> Lacertals 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 lacertal strikes its foes from ambush, from the branches of a tree to underneath their feet in the sand. If the intruders flee, they chase them up the border of their home, at a slower speed not to catch them but to show them the exit. Against evil creatures, they show no mercy, regardless of health or size, eating them in order to clean the world of evil. Evil lizardfolk tribes, troglodytes and kobolds are the choice “meal” for the lacertal, as are green dragons.</p><p>A lacertal’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>Chameleon Skin (Ex)</strong>: A lacertal’s scales can shift tones and coloration to blend with its surrounding. This grants the lacertal a +8 bonus to Hide check (already featured above). </p><p><strong>Hold Breath (Ex)</strong>: A lacertal can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning, such as 108 rounds, or almost 11 minutes. </p><p><strong>Lay on hands (Su)</strong>: This ability works just like the paladin’s ability, but the lacertal can heal as much damage per day as its own undamaged hit point total.</p><p><strong>Spell-like abilities</strong>: At will- aid, cure light wounds (DC 14), detect evil, detect magic, light, magic circle against evil (self only); 3/day- entangle (DC 13), magic fang, pass without trace; Caster level 8th. The saves DC are charisma-based.</p><p><strong>*Skills</strong>: Lacertals, thanks to their chameleon skin, have a racial +8 bonus to Hide checks. Lacertal also have a racial +4 bonus to Balance and Move Silently check. Lacertals 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. Lacertals 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">Crocodal</span></strong></p><p><strong>Large Outsider (Extraplanar, Good, Guardinal)</strong></p><p><strong>HD</strong>: 10d8+50 (95 hp)</p><p><strong>Initiative</strong>: +1</p><p><strong>Speed</strong>: 20 ft. (4 squares), swim 30 ft.</p><p><strong>Armor Class</strong>: 22 (-1 size, +1 Dex, +12 natural), touch 10, flat-footed 21</p><p><strong>Base Attack/Grapple</strong>: +10/+20</p><p><strong>Attack</strong>: Bite +15 melee (2d6+9) or tail slap +15 melee (3d6+9)</p><p><strong>Full Attack</strong>: Bite +15 melee (2d6+9) or tail slap +15 melee (3d6+9)</p><p><strong>Space/Reach</strong>: 10 ft./10 ft.</p><p><strong>Special Attacks</strong>: Improved grab, spell-like abilities </p><p><strong>Special Qualities</strong>: Damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, hold breath, lay on hands, resistance to acid 10 and cold 10, scent, speak with animals, spell resistance 21, tongues.</p><p><strong>Saves</strong>: Fort +12 (+16 against poison), Ref +8, Will +9</p><p><strong>Abilities</strong>: Str 24, Dex 12, Con 20, Int 12, Wis 14, Cha 14</p><p><strong>Skills</strong>: Concentration +18, Hide +18*, Jump +19, Listen +15, Move Silently +14, Sense Motive +15, Spot +15, Survival +15, Swim +27*</p><p><strong>Feats</strong>: Improved Natural Weapon (Tail Slap), Power Attack, Endurance, Skill Focus (Hide)</p><p><strong>Environment</strong>: Blessed Fields of Elysium</p><p><strong>Organization</strong>: Solitary or pair</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>: +6</p><p></p><p><em>This creature has a barrelled chest and a pronounced crocodilian snout. It has powerful arms ending in partially webbed hands. A large tail snakes at the end of its spine. Its scales are green and as hard as the toughest armor.</em></p><p></p><p>Crocodals are the guardinals of all crocodiles and alligators in the planes. Living the rivers and marshes of Elysium, they lie in wait in the muddy water when hunting, making excellent hunters for travellers stranded in this part of plane. They work closely with lacertals when dealing with adventurers, but a lone crocodal can be a good guide when dealing with marshes. Their strength and hide are valued by those who summoned them to the Material Plane. Crocodals are about 7 feet tall, but 12 feet long when their massive tail is included. They weigh about 300 lbs.</p><p> Crocodals 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 crocodal surprises its opponents by jumping out of the water and grabbing them before dragging them into the bottom of their lakes. Out of the water, they prefer to strike from high overgrowth and batter them with their tail before lunging in with their bite. As any guardinal, the crocodal exterminates any sentient evil presence in their marsh, making black dragons, as well as their minions, the prime targets of these outsider. </p><p>A crocodal’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>Hold Breath (Ex)</strong>: A crocodal can hold its breath for a number of rounds equal to 8 x its Constitution score before it risks drowning, such as 160 rounds, or 16 minutes. </p><p><strong>Lay on hands (Su)</strong>: This ability works just like the paladin’s ability, but the crocodal can heal as much damage per day as its own undamaged hit point total.</p><p><strong>Improved Grab (Ex)</strong>: To use this ability, a crocodal 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 drags it into deep water, attempting to pin it to the bottom.</p><p><strong>Spell-like abilities</strong>: At will- aid, cure light wounds (DC 13), detect evil, detect magic, light, magic circle against evil (self only); 3/day- cure moderate wounds (DC 14), water breathing; Caster level 10th. The saves DC are charisma-based.</p><p><strong>*Skills</strong>: Crocodals gain a +4 racial bonus on Hide checks when in the water. Further, a crocodal can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks. Crocodals 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.</p></blockquote><p></p>
[QUOTE="JiCi, post: 2891880, member: 40121"] next: 7 new guardinals [B][COLOR=Red]Cephalopal[/COLOR][/B] [B]Medium Outsider (Aquatic, Extraplanar, Good, Guardinal)[/B] [B]HD[/B]: 8d8+16 (48 hp) [B]Initiative[/B]: +7 [B]Speed[/B]: 20 ft. (4 squares), swim 30 ft. or 30 ft. (6 squares), swim 15 ft. [B]Armor Class[/B]: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18 [B]Base Attack/Grapple[/B]: +8/+17* [B]Attack[/B]: Tentacle +13 melee (1d4+5) [B]Full Attack[/B]: 6 tentacles +13 melee (1d4+5) and bite (1d6+2) or slam +13 melee (1d8+7) and 3 tentacles +8 melee (1d4+2) and bite +8 melee (1d6+2) or 2 slams +13 melee (1d8+7) and bite +8 melee (1d6+2) [B]Space/Reach[/B]: 5 ft./5 ft. [B]Special Attacks[/B]: Constrict 1d4+7, improved grab, spell-like abilities, tentacle twist [B]Special Qualities[/B]: Amphibious, damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, ink cloud, jet, lay on hands, resistance to cold 10 and sonic 10, speak with animals, spell resistance 22, tongues. [B]Saves[/B]: Fort +8 (+12 against poison), Ref +9, Will +8 [B]Abilities[/B]: Str 20, Dex 17, Con 15, Int 12, Wis 14, Cha 15 [B]Skills[/B]: Concentration +13, Diplomacy +14, Escape Artist +19*, Hide +23*, Listen +13, Sense Motive +13, Spot +13, Survival +13, Swim +24* [B]Feats[/B]: Improved Initiative, Power Attack, Endurance [B]Environment[/B]: Blessed Fields of Elysium [B]Organization[/B]: Solitary or school (2-6) [B]Challenge Rating[/B]: 8 [B]Treasure[/B]: No coins, double goods, standard items [B]Alignment[/B]: Always neutral good [B]Advancement[/B]: 9-16 HD (Medium); 17-24 HD (Large) [B]Level Adjustment[/B]: +5 [I]This creature has a reddish skin and a humanoid torso. Three tentacles sprout from each shoulder and two others from each thigh. Its head is adorned with a squid cap, two large bulbous eyes and a beak-like mouth.[/I] Cephalopals represent squids and octopi in the planar realms. Although often see as a bad omen for sailors, cephalopals are actually kind and gladly help others, mainly aquatic races. They live in the Oceanus river, yet some also make themselves at home in the Material Plane or the Elemental Plane of Water. Elysium is also a good place for cephalopals, yet they lives in rather deep waters. They are about 8 feet tall and weigh around 200 lbs. Cephalopals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their [I]tongues[/I] ability. In addition, cephalopals speak more commonly Aquan. [B]Combat[/B] Although not strong enough to battle single-handily, cephalopals often gang up against krakens and other giant sea creatures such as evil storm giants. Like other guardinals, they tolerate no evil, even if the source is huge. Sahuagins, kuo-tuas, aboleths and their skum minions are often hunted and darfellans and merfolks team up to help a cephalopal. Against a non-water breather, the cephalopal tries to grapple its foe and drown it. Against aquatic opponents, it batters them to death while crushing them. A cephalopal’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 cephalopals are aquatic, they can survive indefinitely on land. [B]Constrict (Ex)[/B]: A cephalopal deals 1d4+7 points of damage with a successful grapple check. [B]Improved Grab (Ex)[/B]: To use this ability, a cephalopal must hit an opponent of Large size or smaller with a tentacle 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. *A cephalopal has a +4 racial bonus on grapple checks. [B]Ink Cloud (Ex)[/B]: A cephalopal can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured. [B]Jet (Ex)[/B]: A cephalopal can jet backward once per round as a full-round action, at a speed of 210 feet, or 105 feet if the leg tentacles are twisted. It must move in a straight line, but does not provoke attacks of opportunity while jetting. [B]Lay on hands (Su)[/B]: This ability works just like the paladin’s ability, but the cephalopal can heal as much damage per day as its own undamaged hit point total. [B]Spell-like abilities[/B]: At will- aid, blur, detect evil, detect magic, light, magic circle against evil (self only), water breathing; 3/day- create water, cure light wounds (DC 13); Caster level 6th. The saves DC are charisma-based. [B]*Skills[/B]: A cephalopal has a racial +5 to Escape Artist and a +10 bonus to Hide checks. A cephalopal 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]Tentacle Twist (Ex)[/B]: The cephalopal can twist its arm and leg tentacles to form stronger appendages. When wrapping its arms, it loses 2 tentacle attacks per arm, but gains a slam attack that deals damage as in one category larger and with 1-1/2 times the Strength bonus. When wrapping its legs, its swim speed is halved but its land speed increases by +10. [B][COLOR=Red]Anural[/COLOR][/B] [B]Small Outsider (Extraplanar, Good, Guardinal)[/B] [B]HD[/B]: 5d8+10 plus 3 (35 hp) [B]Initiative[/B]: +5 [B]Speed[/B]: 20 ft. (4 squares), swim 40 ft. [B]Armor Class[/B]: 21 (+1 size, +5 Dex, +5 natural), touch 16, flat-footed 16 [B]Base Attack/Grapple[/B]: +5/+2 [B]Attack[/B]: Bite +11 melee (1d4+2) [B]Full Attack[/B]: Bite +11 melee (1d4+2) or tongue +11 melee (1d3+2 non-lethal) [B]Space/Reach[/B]: 5 ft./5 ft. (10 ft. with tongue) [B]Special Attacks[/B]: Improved grab, spell-like abilities [B]Special Qualities[/B]: Damage reduction 5/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, resistance to cold 10 and sonic 10, speak with animals, spell resistance 15, tongues, water breathing [B]Saves[/B]: Fort +6 (+10 against poison), Ref +9, Will +6 [B]Abilities[/B]: Str 12, Dex 20, Con 14, Int 12, Wis 14, Cha 15 [B]Skills[/B]: Concentration +10, Diplomacy +10, Jump +15*, Hide +16*, Listen +10, Move Silently +10, Sense Motive +10, Spot +10, Survival +10, Swim +17* [B]Feats[/B]: Toughness, Weapon Finesse [B]Environment[/B]: Blessed Fields of Elysium [B]Organization[/B]: Solitary or swarm (2-20) [B]Challenge Rating[/B]: 5 [B]Treasure[/B]: No coins, double goods, standard items [B]Alignment[/B]: Always neutral good [B]Advancement[/B]: 6-10 HD (Medium); 11-15 HD (Large) [B]Level Adjustment[/B]: +3 [I]This creature looks like a giant frog standing upright. Its chest is humanoid-like, and its hands and feet are webbed. It also possesses large eyes and a dark green hide. [/I] Anurals swim through the ponds and rivers of Elysium with ease and joy. As the guardinal equivalent of frogs and toads, they often serve as messengers or good people willing to give information on a specific subject. They don’t really travel, preferring to stay at home without worrying about the world, but strong-willed anurals are common, making their way into the Material Plane and even following a group of adventurers. They are about the same size and weight of an halfling. Anurals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their [I]tongues[/I] ability. In addition, anurals speak more commonly Aquan. [B]Combat[/B] Anurals usually hide when trouble abound. Their Small size gives them an advantage when setting ambushes and traps. Black dragons and lizardfolks are the primary targets of an anural, and many have fell to a swarm of anurals. Anurals lash out with their tongue to grapple its targets and chew it to bits. They develop flanking and ambushing tactics. An anural’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction. [B]Improved Grab (Ex)[/B]: To use this ability, an anural must hit an opponent of Medium size or smaller with its tongue 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. [B]Lay on hands (Su)[/B]: This ability works just like the paladin’s ability, but the anural can heal as much damage per day as its own undamaged hit point total. [B]Spell-like abilities[/B]: At will- aid, blur, detect evil, detect magic, light, magic circle against evil (self only), water breathing; 1/day- create water, cure light wounds (DC 13); Caster level 5th. The saves DC are charisma-based. [B]*Skills[/B]: An anural has a racial +4 to Hide checks and a +8 to Jump checks. An anural 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]Water Breathing (Ex)[/B]: Anurals can breathe both air and water. [B][COLOR=Red]Bovinal[/COLOR][/B] [B]Medium Outsider (Extraplanar, Good, Guardinal)[/B] [B]HD[/B]: 9d8+10 (76 hp) [B]Initiative[/B]: +1 [B]Speed[/B]: 30 ft. (6 squares) [B]Armor Class[/B]: 23 (+1 Dex, +12 natural), touch 11, flat-footed 22 [B]Base Attack/Grapple[/B]: +9/+15 [B]Attack[/B]: Greatsword +15 melee (2d6+9) or gore +15 melee (1d8+9) [B]Full Attack[/B]: Greatsword +15/+10 melee (2d6+9) and gore +10 melee (1d8+6) [B]Space/Reach[/B]: 5 ft./5 ft. [B]Special Attacks[/B]: Powerful charge 4d6+9, spell-like abilities, trample 2d8+9 [B]Special Qualities[/B]: Damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, scent, resistance to cold 10 and sonic 10, speak with animals, spell resistance 23, tongues [B]Saves[/B]: Fort +10 (+14 against poison), Ref +7, Will +8 [B]Abilities[/B]: Str 23, Dex 12, Con 18, Int 12, Wis 14, Cha 15 [B]Skills[/B]: Climb +18, Concentration +16, Diplomacy +14, Jump +18, Hide +13, Listen +14, Move Silently +13, Spot +14, Survival +14 [B]Feats[/B]: Power Attack, Cleave, Improved Bull Rush, Endurance [B]Environment[/B]: Blessed Fields of Elysium [B]Organization[/B]: Solitary or gang (2-8) [B]Challenge Rating[/B]: 9 [B]Treasure[/B]: No coins, double goods, standard items [B]Alignment[/B]: Always neutral good [B]Advancement[/B]: 10-18 HD (Medium); 19-27 HD (Large) [B]Level Adjustment[/B]: +5 [I]This creature looks like a dark-skinned humanoid with a bull head. It is covered with scarce hair and its feet end with thick hooves. A greatsword is swung behind its back and its horns are engraved with runes.[/I] Bovinals are strong and bold, second to the leonal. They represent cows, bulls and other cattle animals and they value the lives of these creatures. Often mistaken for minotaurs, they lives in caves near plains, rarely showing themselves to travelers, yet they are helpful to them concerning directions and paths. They stand at 7 feet tall and weigh 250 lbs. Bovinals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their [I]tongues[/I] ability. [B]Combat[/B] Bovinals are powerful fighters and they fight to the end. They charge into the fray and don’t let go of their targets. They usually wait before charging, in case they could fell into a trap. This tactic is however pushed aside when confronted to minotaurs and followers of Baphomet the demon prince. They don’t even think before charging; to them, these evil creatures deserve a quick and brutal death. A bovinal’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 bovinal can heal as much damage per day as its own undamaged hit point total. [B]Powerful Charge (Ex)[/B]: A bovinal typically begins a battle by charging at an opponent, lowering its head to bring its horns into play. In addition to the normal benefits and hazards of a charge, this allows the guardinal to make a single gore attack with a +15 attack bonus that deals 4d6+9 points of damage. [B]Spell-like abilities[/B]: At will- aid, detect evil, detect magic, light, magic circle against evil (self only), virtue; 3/day- bull’s strength, cure moderate wounds (DC 14); Caster level 9th. The saves DC are charisma-based. [B]Trample (Ex)[/B]: Reflex half DC 20. The save DC is Strength-based. [B][COLOR=Red]Chiropteral[/COLOR][/B] [B]Small Outsider (Extraplanar, Good, Guardinal)[/B] [B]HD[/B]: 5d8+5 (27 hp) [B]Initiative[/B]: +11 [B]Speed[/B]: 20 ft. (4 squares), fly 40 ft. (good) [B]Armor Class[/B]: 21 (+1 size, +6 Dex, +4 natural), touch 17, flat-footed 15 [B]Base Attack/Grapple[/B]: +5/+1 [B]Attack[/B]: Bite +12 melee (1d4 plus wounding) [B]Full Attack[/B]: Bite +12 melee (1d4 plus wounding) [B]Space/Reach[/B]: 5 ft./5 ft. [B]Special Attacks[/B]: Spell-like abilities, wounding [B]Special Qualities[/B]: Blindsense 60 ft., damage reduction 5/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, resistance to cold 10 and sonic 10, speak with animals, spell resistance 17, tongues [B]Saves[/B]: Fort +5 (+9 against poison), Ref +10, Will +6 [B]Abilities[/B]: Str 10, Dex 22, Con 12, Int 12, Wis 14, Cha 15 [B]Skills[/B]: Bluff +10, Concentration +9, Diplomacy +10, Hide +22*, Listen +14*, Move Silently +10, Sense Motive +10, Spot +14*, Survival +10 [B]Feats[/B]: Weapon Finesse, Improved Initiative [B]Environment[/B]: Blessed Fields of Elysium [B]Organization[/B]: Solitary or colony (2-16) [B]Challenge Rating[/B]: 5 [B]Treasure[/B]: No coins, double goods, standard items [B]Alignment[/B]: Always neutral good [B]Advancement[/B]: 6-10 HD (Medium); 11-15 HD (Large) [B]Level Adjustment[/B]: +3 [I]This creature is about the same size of an halfling. It has long elliptical ears, a flat nose, small beady eyes and sharp fangs. It has leathery wings along its arms.[/I] Hailing from the darkest caves of Elysium is the mysterious chiropteral. If vampires represent the dark aspects of bats and darkness, chiropterals represent the good aspects. These bat-like guardinals serve as guides and travelling companions for travellers in caves. Desmodus and nycters sometimes see them as divine emissaries, while drows and other races see them as pets and divine invaders. They prefers dark areas, while not being sensitive to light, and the Material Plane and even the Elemental of Earth are good homes for chiropterals. Chiropterals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their [I]tongues[/I] ability. [B]Combat[/B] A chiropteral is rarely encountered alone. Like bats, a chiropteral is quite protective about its colony and all members defend one and other. They ambush their opponenets from above and, if possible, from dark areas. Like guardinals, a chiropteral hates evil. In this case, vampires and werebats are their prime targets. Many colonies masquerade as slaves for vampires, in order to turn on them and bite them to dust. A chiropteral’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction. [B]Wounding (Ex)[/B]: Any living creature damaged by a chiropteral continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic. [B]Blindsense (Ex)[/B]: A chiropteral notices and locates creatures within 60 feet. Opponents still have total concealment against the chiropteral. If the blindsense is negated, the chiropteral must rely on its vision, which is as good as a human, with its normal darkvision. [B]Lay on hands (Su)[/B]: This ability works just like the paladin’s ability, but the chiropteral can heal as much damage per day as its own undamaged hit point total. [B]Spell-like abilities[/B]: At will- aid, blur, detect evil, detect magic, magic circle against evil (self only); 1/day- darkness, cure light wounds (DC 13); Caster level 5th. The saves DC are charisma-based. [B]*Skills[/B]: A chiropteral has a racial +4 to Hide checks and a +4 to Listen and Spot checks. These bonuses are lost if the chiropteral’s blindsense is negated. [B][COLOR=Red]Testudal[/COLOR][/B] [B]Small Outsider (Aquatic, Extraplanar, Good, Guardinal)[/B] [B]HD[/B]: 7d8+10 plus 3 (55 hp) [B]Initiative[/B]: +0 [B]Speed[/B]: 15 ft. (4 squares), swim 30 ft. [B]Armor Class[/B]: 19 (+1 size, +8 natural), touch 11, flat-footed 19 [B]Base Attack/Grapple[/B]: +7/+5 [B]Attack[/B]: Bite +8 melee (1d4+3) [B]Full Attack[/B]: Bite +8 melee (1d4+3) [B]Space/Reach[/B]: 5 ft./5 ft. [B]Special Attacks[/B]: Spell-like abilities [B]Special Qualities[/B]: Damage reduction 5/evil and silver, darkvision 60 ft., hold breath, immunity to electricity and petrification, lay on hands, resistance to cold 10 and sonic 10, speak with animals, spell resistance 18, tongues, water breathing [B]Saves[/B]: Fort +8 (+12 against poison), Ref +5, Will +7 [B]Abilities[/B]: Str 15, Dex 10, Con 16, Int 12, Wis 14, Cha 15 [B]Skills[/B]: Concentration +13, Diplomacy +12, Hide +14, Listen +12, Move Silently +10, Sense Motive +12, Spot +12, Survival +12, Swim +20* [B]Feats[/B]: Toughness, Endurance, Diehard [B]Environment[/B]: Blessed Fields of Elysium [B]Organization[/B]: Solitary or family (4-15) [B]Challenge Rating[/B]: 5 [B]Treasure[/B]: No coins, double goods, standard items [B]Alignment[/B]: Always neutral good [B]Advancement[/B]: 8-14 HD (Medium); 15-21 HD (Large) [B]Level Adjustment[/B]: +4 [I]This creature stands at 3 feet tall. It has turtle-like traits, such as a beak-like mouth, stump-like legs and feet and a large shell that it wears almost like a clothe. It walks slowly and steadily and its eyes reflect kindness and calm.[/I] Testudals are guardinals who symbolize turtles, tortoises and other terrapin creatures throughout the planes. Slow, steady and often long-lived, testudals have time to watch the world and witness its events. They do not travel often preferring to stay in Elysium’s riverbanks. When summoned to the Material Plane, they help travellers with directions and, if the location is not too far, as guides. Druids, nymphs and dryads are good company for a tesdutal. Testudals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their [I]tongues[/I] ability. [B]Combat[/B] Due to its slow-moving gait on solid ground, testudals really initiate attacks, but never turn back on endangered creatures, and always rush to defeat an evil creature. Underwater, being faster, a testudal charges its opponents, which often surprise them. Skums, sahuagins and locathahs are the main enemies of the testudal, and its size and shell grant it a effective defense. A testudal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction. [B]Hold Breath (Ex)[/B]: A testudal can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning, such as 96 rounds, or almost 10 minutes. [B]Lay on hands (Su)[/B]: This ability works just like the paladin’s ability, but the tesdutal can heal as much damage per day as its own undamaged hit point total. [B]Spell-like abilities[/B]: At will- aid, blur, detect evil, detect magic, light, magic circle against evil (self only), water breathing; 3/day mage armor, shield; 1/day- create water, cure light wounds (DC 13); Caster level 7th. The saves DC are charisma-based. [B]*Skills[/B]: A testudal 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]Lacertal[/COLOR][/B] [B]Medium Outsider (Extraplanar, Good, Guardinal)[/B] [B]HD[/B]: 8d8+24 (68 hp) [B]Initiative[/B]: +4 [B]Speed[/B]: 30 ft. (8 squares), climb 30 ft, swim 30 ft., burrow 30 ft. [B]Armor Class[/B]: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17 [B]Base Attack/Grapple[/B]: +8/+11 [B]Attack[/B]: Bite +11 melee (1d8+4) [B]Full Attack[/B]: Bite +11 melee (1d8+3) and 2 claws +6 melee (1d4+1) [B]Space/Reach[/B]: 5 ft./5 ft. [B]Special Attacks[/B]: Spell-like abilities [B]Special Qualities[/B]: Chameleon skin, 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 20, tongues. [B]Saves[/B]: Fort +10 (+14 against poison), Ref +9, Will +8 [B]Abilities[/B]: Str 16, Dex 16, Con 18, Int 14, Wis 14, Cha 14 [B]Skills[/B]: Balance +18*, Climb +22*, Hide +25*, Listen +13, Move Silently +18*, Sense Motive +13, Spot +13, Survival +13, Swim +22*, Tumble +14 [B]Feats[/B]: Dodge, Improved Natural Weapon (bite), Skill Focus (Hide) [B]Environment[/B]: Blessed Fields of Elysium [B]Organization[/B]: Solitary or pair [B]Challenge Rating[/B]: 8 [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]: +5 [I]This creature appears like a lizardfolk at first glance. It has long snout and a mouth filled with sharp teeth. A large frill crowns its head and descends all the way to the end of its spine, and two other fan-like frills protrude from its neck. Its hands and feet are tipped with small but sharp claws and are partly webbed. Its scales are dark green and its eyes are an hybrid between the standard human and reptilian eye.[/I] Lacertals are the lizard equivalent of the guardinals. They live in the forests and deserts of Elysium, but they have been seen in other upper planes and the Material Plane. They usually spy on travellers before helping them or, at worse, striking them. They take their duties at heart, and usually are seen defending other creatures, regardless of strength. They patrol their domains thoroughly and often fight to the death to protect their territory, along with the creatures in it. Metallic dragons often choose lacertals as minions and lair guards. Lacertals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their [I]tongues[/I] ability. [B]Combat[/B] A lacertal strikes its foes from ambush, from the branches of a tree to underneath their feet in the sand. If the intruders flee, they chase them up the border of their home, at a slower speed not to catch them but to show them the exit. Against evil creatures, they show no mercy, regardless of health or size, eating them in order to clean the world of evil. Evil lizardfolk tribes, troglodytes and kobolds are the choice “meal” for the lacertal, as are green dragons. A lacertal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction. [B]Chameleon Skin (Ex)[/B]: A lacertal’s scales can shift tones and coloration to blend with its surrounding. This grants the lacertal a +8 bonus to Hide check (already featured above). [B]Hold Breath (Ex)[/B]: A lacertal can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning, such as 108 rounds, or almost 11 minutes. [B]Lay on hands (Su)[/B]: This ability works just like the paladin’s ability, but the lacertal can heal as much damage per day as its own undamaged hit point total. [B]Spell-like abilities[/B]: At will- aid, cure light wounds (DC 14), detect evil, detect magic, light, magic circle against evil (self only); 3/day- entangle (DC 13), magic fang, pass without trace; Caster level 8th. The saves DC are charisma-based. [B]*Skills[/B]: Lacertals, thanks to their chameleon skin, have a racial +8 bonus to Hide checks. Lacertal also have a racial +4 bonus to Balance and Move Silently check. Lacertals 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. Lacertals 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]Crocodal[/COLOR][/B] [B]Large Outsider (Extraplanar, Good, Guardinal)[/B] [B]HD[/B]: 10d8+50 (95 hp) [B]Initiative[/B]: +1 [B]Speed[/B]: 20 ft. (4 squares), swim 30 ft. [B]Armor Class[/B]: 22 (-1 size, +1 Dex, +12 natural), touch 10, flat-footed 21 [B]Base Attack/Grapple[/B]: +10/+20 [B]Attack[/B]: Bite +15 melee (2d6+9) or tail slap +15 melee (3d6+9) [B]Full Attack[/B]: Bite +15 melee (2d6+9) or tail slap +15 melee (3d6+9) [B]Space/Reach[/B]: 10 ft./10 ft. [B]Special Attacks[/B]: Improved grab, spell-like abilities [B]Special Qualities[/B]: Damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, hold breath, lay on hands, resistance to acid 10 and cold 10, scent, speak with animals, spell resistance 21, tongues. [B]Saves[/B]: Fort +12 (+16 against poison), Ref +8, Will +9 [B]Abilities[/B]: Str 24, Dex 12, Con 20, Int 12, Wis 14, Cha 14 [B]Skills[/B]: Concentration +18, Hide +18*, Jump +19, Listen +15, Move Silently +14, Sense Motive +15, Spot +15, Survival +15, Swim +27* [B]Feats[/B]: Improved Natural Weapon (Tail Slap), Power Attack, Endurance, Skill Focus (Hide) [B]Environment[/B]: Blessed Fields of Elysium [B]Organization[/B]: Solitary or pair [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]: +6 [I]This creature has a barrelled chest and a pronounced crocodilian snout. It has powerful arms ending in partially webbed hands. A large tail snakes at the end of its spine. Its scales are green and as hard as the toughest armor.[/I] Crocodals are the guardinals of all crocodiles and alligators in the planes. Living the rivers and marshes of Elysium, they lie in wait in the muddy water when hunting, making excellent hunters for travellers stranded in this part of plane. They work closely with lacertals when dealing with adventurers, but a lone crocodal can be a good guide when dealing with marshes. Their strength and hide are valued by those who summoned them to the Material Plane. Crocodals are about 7 feet tall, but 12 feet long when their massive tail is included. They weigh about 300 lbs. Crocodals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their [I]tongues[/I] ability. [B]Combat[/B] A crocodal surprises its opponents by jumping out of the water and grabbing them before dragging them into the bottom of their lakes. Out of the water, they prefer to strike from high overgrowth and batter them with their tail before lunging in with their bite. As any guardinal, the crocodal exterminates any sentient evil presence in their marsh, making black dragons, as well as their minions, the prime targets of these outsider. A crocodal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction. [B]Hold Breath (Ex)[/B]: A crocodal can hold its breath for a number of rounds equal to 8 x its Constitution score before it risks drowning, such as 160 rounds, or 16 minutes. [B]Lay on hands (Su)[/B]: This ability works just like the paladin’s ability, but the crocodal can heal as much damage per day as its own undamaged hit point total. [B]Improved Grab (Ex)[/B]: To use this ability, a crocodal 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 drags it into deep water, attempting to pin it to the bottom. [B]Spell-like abilities[/B]: At will- aid, cure light wounds (DC 13), detect evil, detect magic, light, magic circle against evil (self only); 3/day- cure moderate wounds (DC 14), water breathing; Caster level 10th. The saves DC are charisma-based. [B]*Skills[/B]: Crocodals gain a +4 racial bonus on Hide checks when in the water. Further, a crocodal can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks. Crocodals 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. [/QUOTE]
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JiCi's Beastiary [updated January 2nd 2007]
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