I recently posted my version of a leonal from 3.5. I created it as I would like to take my group into Elysium eventually.Over the past week or 2 I have been working on the rest of the guardinal race. As this is my first project in brewing content, I would love to hear everyone's feedback. I am sure that there are some things that are either incorrect or under/overpowered about the creatures and would appreciate multiple sets of eyes in opinions before I eventually take them to Elysium. Without further ado, here are my builds for them:
Magic Weapons: The avoral’s natural weapons and weapons the avoral holds count as magic for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Innate Spellcasting: The avoral’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
Claws (Melee Weapon Attack) : +10 to hit, reach 5 ft., one target. Hit: 18 (3d6+6) slashing damage.
Talons (Melee Weapon Attack): +10 to hit, reach 5 ft., one target. Hit: 24(4d8+6) piercing damage.
Fear Aura: Once per day, the avoral can create an aura of fear. Each creature within a 20 foot radius must make a DC 15 Charisma saving throw or become frightened. The creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Magic Weapons: The cervidal’s natural weapons and weapons the cervidal holds count as magic for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Charge: If the cervidal moves at least 20 feet straight forward toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage.
Innate Spellcasting: The cervidal’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
Gore (Melee Weapon Attack): +6 to hit, reach 5 ft., one target. Hit: 9 (1d8+4) piercing damage
Hoof (Melee Weapon Attack): +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. The target must succeed on a DC 14 Strength saving throw or be knocked prone.
Slam (Melee Weapon Attack):+6 to hit, reach 5 ft., one target. Hit: 9 (1d8+4) bludgeoning damage
Magic Weapons: The equin’s natural weapons and weapons the equinal holds count as magic for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Innate Spellcasting: The equinal’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
Slam (Melee Weapon Attack) : +8 to hit, reach 10 ft, one target. Hit: 16 (2d10+5) bludgeoning damage. If the target is a creature, it must succeed a DC 15 Strength saving throw or be knocked prone.
Hooves (Melee Weapon Attack): +8 to hit, reach 10 ft., one prone target. Hit: 23 (3d10+5) bludgeoning damage
Whinney (Recharge 5-6): The equinal lets out a piercing shriek. Each non-celestial creature within a 20 foot radius must make a DC 15 Constitution saving throw or be stunned for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Magic Weapons: The leonal’s natural weapons and weapons the leonal holds count as magic for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Protective Aura: The loanal and each creature within a 20 foot radius gains a +2 to Armor Class and saving throws against attacks and effects of evil aligned creatures.
Innate Spellcasting: The leonal’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
Multiattack: The leonal makes two attacks, one with its bite and one with its claws.
Claws (Melee Weapon Attack): +11 to hit, reach 5 ft., one target. Hit: 27 (4d8 +7) slashing damage.
Bite (Melee Weapon Attack): +11 to hit, reach 5 ft., one target. Hit: 27(4d8+7) piercing damage. If the target is a creature it must make a DC 19 Strength saving throw or be knocked prone.
Roar (3/day): The leonal releases a roar of good based energy. Each non-good creature within a 60 ft. cone must make a DC 14 Charisma save. On a failed save the creature takes 20(4d8+2) force damage and becomes frightened and deafened for 1 minute. On a successful save, the creature takes half as much damage and is not frightened or deafened. A creature can repeat this saving throw at the end of each of its turns, ending the frightened and deafened conditions on itself on a success.
Magic Weapons: The lupinal’s natural weapons and weapons the lupinal holds count as magic for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Innate Spellcasting: The lupinal’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
Keen Senses: The lupinal has advantage on all Perception checks based on smell.
Actions
Multiattack: The lupinal makes 2 attacks, one with its bite and one with its claws.
Bite (Melee Weapon Attack): +9 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) piercing damage. If the target is a creature it must make a DC 16 Strength saving throw or be knocked prone.
Claws (Melee Weapon Attack): + 9 to hit, reach 5 ft., one target. Hit: 15 (2d8 +6) slashing damage.
Howl (Recharge 6): The lupinal lets out a loud, terrifying howl. Each non-celestial creature within a 120 foot radius must make a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Magic Weapons: The musteval’s natural weapons and weapons the musteval holds count as magic for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Innate Spellcasting: The musteval’s innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components
Magic Weapons: The ursinal’s natural weapons and weapons the ursinal holds count as magic for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Innate Spellcasting: The ursinal’s innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components
Multiattack: The ursinal makes 2 attacks, one with its claws and one with its bite
Bite (Melee Weapon Attack): +8 to hit, reach 10 ft., one target. On hit:22 (4d8+4) piercing damage.
Claw (Melee Weapon Attack): +8 to hit, reach 10 ft., one target. On hit:22 (4d8+4) slashing damage.
Spellcasting: The ursinal is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +8 to hit with spell attacks) It has the following wizard spells prepared:
I recently posted my version of a leonal from 3.5. I created it as I would like to take my group into Elysium eventually.Over the past week or 2 I have been working on the rest of the guardinal race. As this is my first project in brewing content, I would love to hear everyone's feedback. I am sure that there are some things that are either incorrect or under/overpowered about the creatures and would appreciate multiple sets of eyes in opinions before I eventually take them to Elysium. Without further ado, here are my builds for them:
Avoral
Avoral
Medium Celestial, neutral good alignment
Armor Class: 16 (Natural armor)
Hit Points: 152 (16d8+80)
Speed: 40 ft., fly 90 ft.
STR: 15 (+2) DEX: 23 (+6) CON: 20 (+5) INT: 15 (+2) WIS: 16 (+3) CHA: 16 (+3)
Saving Throws: Dex +10, Con +9
Skills: Investigation +6, Perception +7, Survival +7
Damage Resistances: acid, cold,force
Damage Immunities: lightning
Condition Immunities: petrified
Senses: truesight 120ft., passive Perception 17
Languages: All
Challenge 10
Magic Weapons: The avoral’s natural weapons and weapons the avoral holds count as magic for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Innate Spellcasting: The avoral’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: aid, detect magic, gust of wind, light, see invisibility
3/day: command, dimension door, dispel magic, lightning bolt (4th level), magic missile (4th level), protection from evil and good (self only),
1/day: blur (self only)
Actions
Multiattack: The avoral makes two attacks
Claws (Melee Weapon Attack) : +10 to hit, reach 5 ft., one target. Hit: 18 (3d6+6) slashing damage.
Talons (Melee Weapon Attack): +10 to hit, reach 5 ft., one target. Hit: 24(4d8+6) piercing damage.
Fear Aura: Once per day, the avoral can create an aura of fear. Each creature within a 20 foot radius must make a DC 15 Charisma saving throw or become frightened. The creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Cervidal
Cervidal
Medium Celestial, neutral good alignment
Armor Class: 15 (natural armor)
Hit Points: 65 (10d8+20)
Speed: 50 ft.
STR: 18 (+4) DEX: 17 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 17 (+3) CHA: 16 (+3)
Saving Throws: Str +6, Con +4
Skills: Acrobatics + 5, Intimidation +5, Medicine +5
Damage Resistances: acid, cold, force
Damage Immunities: lightning
Condition Immunities: petrified
Senses: darkvision 120 ft., passive Perception 13
Languages: All
Challenge 4
Magic Weapons: The cervidal’s natural weapons and weapons the cervidal holds count as magic for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Charge: If the cervidal moves at least 20 feet straight forward toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage.
Innate Spellcasting: The cervidal’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: bless, detect poison and disease, light
3/day: command
1/day: hold person, magic missile (2nd level), suggestion
Actions
Multiattack: The cervidal makes two attacks
Gore (Melee Weapon Attack): +6 to hit, reach 5 ft., one target. Hit: 9 (1d8+4) piercing damage
Hoof (Melee Weapon Attack): +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. The target must succeed on a DC 14 Strength saving throw or be knocked prone.
Slam (Melee Weapon Attack):+6 to hit, reach 5 ft., one target. Hit: 9 (1d8+4) bludgeoning damage
Equinal
Equinal
Large Celestial, neutral good alignment
Armor Class: 15 (natural armor)
Hit Points: 127(15d10+45)
Speed: 60 ft.
STR: 20 (+5) DEX: 11(+0) CON: 16(+3) INT: 13(+1) WIS: 15(+2) CHA:15(+2)
Saving Throws: Str +8, Con+6
Skills: Athletics +8, Insight +5, Perception +5, Survival +6
Damage Resistances: acid,cold,force
Damage Immunities: lightning
Condition Immunities: petrified
Senses: darkvision 120 ft., passive Perception 15
Languages: All
Challenge 7
Magic Weapons: The equin’s natural weapons and weapons the equinal holds count as magic for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Innate Spellcasting: The equinal’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: aid, detect evil and good, detect magic, light, see invisibility
3/day: command, dispel magic, dimension door, magic missile (3rd level), protection from evil and good (self only)
1/day: fog cloud, slow, wall of stone
Actions
Multiattack: The equinal makes two attacks
Slam (Melee Weapon Attack) : +8 to hit, reach 10 ft, one target. Hit: 16 (2d10+5) bludgeoning damage. If the target is a creature, it must succeed a DC 15 Strength saving throw or be knocked prone.
Hooves (Melee Weapon Attack): +8 to hit, reach 10 ft., one prone target. Hit: 23 (3d10+5) bludgeoning damage
Whinney (Recharge 5-6): The equinal lets out a piercing shriek. Each non-celestial creature within a 20 foot radius must make a DC 15 Constitution saving throw or be stunned for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Leonal
Leonal
Medium Celestial, neutral good alignment
Armor Class: 17 (natural armor)
Hit Points: 190 (20d8+100)
Speed: 60ft
STR:24(+7) DEX: 18 (+4) Con:20(+5) Int:14 (+2) Wis: 14 (+2) Cha: 15 (+2)
Saving Throws: Str + 11 , Dex +8
Skills: Acrobatics +8, Athletics +11, Stealth +8
Damage Resistances: acid,cold, force
Damage Immunities: lightning
Condition Immunities: petrified
Senses: dakvision 120 ft., Passive perception: 12
Languages: Celestial, Common, Draconic, Infernal
Challenge 11 (7,200 XP)
Magic Weapons: The leonal’s natural weapons and weapons the leonal holds count as magic for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Protective Aura: The loanal and each creature within a 20 foot radius gains a +2 to Armor Class and saving throws against attacks and effects of evil aligned creatures.
Innate Spellcasting: The leonal’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
At will: detect thoughts, hold monster, protection from poison, wall of force
3/day: cure wounds(4th level), fireball (5th level), lesser restoration,
1/day: heal
Actions
Multiattack: The leonal makes two attacks, one with its bite and one with its claws.
Claws (Melee Weapon Attack): +11 to hit, reach 5 ft., one target. Hit: 27 (4d8 +7) slashing damage.
Bite (Melee Weapon Attack): +11 to hit, reach 5 ft., one target. Hit: 27(4d8+7) piercing damage. If the target is a creature it must make a DC 19 Strength saving throw or be knocked prone.
Roar (3/day): The leonal releases a roar of good based energy. Each non-good creature within a 60 ft. cone must make a DC 14 Charisma save. On a failed save the creature takes 20(4d8+2) force damage and becomes frightened and deafened for 1 minute. On a successful save, the creature takes half as much damage and is not frightened or deafened. A creature can repeat this saving throw at the end of each of its turns, ending the frightened and deafened conditions on itself on a success.
Lupinal
Lupinal
Medium Celestial, neutral good alignment
Armor Class: 15 (Natural armor)
Hit Points:
Speed: 50 ft.
STR: 23 (+6) DEX: 20 (+5) CON: 13 (+1) INT: 16 (+3) WIS: 18 (+4) CHA 15 (+2)
Saving Throws: Str + 9, Dex +8
Skills: Acrobatics +8, Perception + 7, Stealth +8
Damage Resistances: acid, cold, force
Damage Immunities: lightning
Condition Immunities: petrified
Senses: darkvision 120 ft., passive Perception 17
Languages: All
Challenge 6
Magic Weapons: The lupinal’s natural weapons and weapons the lupinal holds count as magic for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Innate Spellcasting: The lupinal’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: alter self, darkness, cone of cold
3/day: blink, cure wounds(2nd level), fly, magic missile (2nd level)
1/day: blur (self only), etherealness
Keen Senses: The lupinal has advantage on all Perception checks based on smell.
Actions
Multiattack: The lupinal makes 2 attacks, one with its bite and one with its claws.
Bite (Melee Weapon Attack): +9 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) piercing damage. If the target is a creature it must make a DC 16 Strength saving throw or be knocked prone.
Claws (Melee Weapon Attack): + 9 to hit, reach 5 ft., one target. Hit: 15 (2d8 +6) slashing damage.
Howl (Recharge 6): The lupinal lets out a loud, terrifying howl. Each non-celestial creature within a 120 foot radius must make a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Musteval
Musteval
Small Celestial, neutral good alignment
Armor Class: 15 (Natural armor)
Hit Points: 45 (10d6+10)
Speed: 30 ft.
STR: 7 (-1) DEX: 18 (+4) CON: 12 (+1) INT: 11(+0) WIS: 14 (+2) CHA 13 (+1)
Saving Throws: Dex +6
Skills: Acrobatics +6, Perception +4, Stealth +6
Damage Resistances: acid, cold, force
Damage Immunities: lighting
Condition Immunities: petrified
Senses: darkvision 120 ft, passive Perception 14
Languages: All
Challenge 3
Magic Weapons: The musteval’s natural weapons and weapons the musteval holds count as magic for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Innate Spellcasting: The musteval’s innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components
At will: alter self, detect evil and good, magic missile
3/day: protection from evil and good (self only)
1/day: invisibility
Actions
Multiattack: The musteval makes 2 claw attcacks
Claw (Melee Weapon Attack): +6 to hit, reach 5 ft., one target. On hit: 8 (1d6+4) slashing damage.
Ursinal
Ursinal
Large Celestial, neutral good alignment
Armor Class: 17
Hit Points: 170 (20d10+60)
Speed: 30 ft.
STR:19 (+4) Dex:14 (+2) Con: 17 (+3) INT:18 (+4) WIS:17 (+3) CHA:18 (+4)
Saving Throws: STR +8, INT +8, CHA +8
Skills: Medicine, Perception, Persuasion
Damage Resistances: acid, cold, force
Damage Immunities: lightning
Condition Immunities: petrified
Senses: darkvision 120 ft., passive Perception 17
Languages: All
Challenge 11
Magic Weapons: The ursinal’s natural weapons and weapons the ursinal holds count as magic for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Innate Spellcasting: The ursinal’s innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components
At will: aid, see invisibility
3/day: dimension door, polymorph, protection from evil and good (self only), protection from poison
1/day: heal
Actions
Multiattack: The ursinal makes 2 attacks, one with its claws and one with its bite
Bite (Melee Weapon Attack): +8 to hit, reach 10 ft., one target. On hit:22 (4d8+4) piercing damage.
Claw (Melee Weapon Attack): +8 to hit, reach 10 ft., one target. On hit:22 (4d8+4) slashing damage.
Spellcasting: The ursinal is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +8 to hit with spell attacks) It has the following wizard spells prepared:
Cantrips (At will): acid splash, friends, poison spray, true strike
1st level (4 slots): chromatic orb, [spell[color spray[/spell], feather fall, magic missile
2nd level (3 slots): invisibility, melf’s acid arrow, suggestion
3rd level (3 slots): clairvoyance, counterspell, fireball
4th level (3 slots): confusion, polymorph, wall of fire
5th level (2 slots): dominate person, teleportation circle
6th level (1 slot): mass suggestion