Angelic Weapons. Manath's weapon attacks are magical. When Manath hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).
Charge. If Manath moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Sure-Footed. Manath has advantage on Strength and Dexterity saving throws made against effects that would knock him prone.
Innate Spellcasting. Manath's spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material components:
At will: bless, command, detect poison and disease, light, speak with animals
3/day each: hold monster, magic missile, suggestion
Legendary Resistance (3/Day). If Manath fails a saving throw, he can choose to succeed instead.
Magic Resistance. Manath has advantage on saving throws against spells and other magical effects.
Magic Weapons. Manath’s weapon attacks are magical.
Multiattack. Manath makes one gore attack and two hoof attacks.
Gore. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 9 (2d8) radiant damage.
Hoof. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage plus 9 (2d8) radiant damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.
Healing Touch (5/day). Manath touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Manath can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Manath regains spent legendary actions at the start of his turn.
Attack. Manath makes one melee weapon attack.
Charge. Manath moves up to his speed.
Description
Guardinals: Talisid and the Five Companions
The guardinals have no record of their origin. They have been the protectors of Elysium for all of the plane’s recorded history. For as long as Elysium has known the guardinals, there have been the Celestial Lion and his Five Companions, exemplars and epitomes of their respective kind. In contrast to the relatively unchanging ranks of the archons, however, members of the Companions come and go, assuming the office when they are fit for it and abdicating when they are no longer fit. Talisid, the current Celestial Lion, has held that position far longer than normal, and few can even remember the name of his predecessor, but the Five Companions have all relatively recently ascended to their positions as representatives of their respective kinds.
Talisid and the Five Companions are rather more like an adventuring party—though an exalted one—than the ruling council of the Celestial Hebdomad or the loosely feudal court of the eladrins. The Celestial Lion and his friends wander the fields of Elysium, solving problems as they arise and smashing evil if it dares rear its ugly head in their domain. They each hear petitions and resolve disputes among guardinals of their kind, lead companies into battle, and solve problems on their own initiative when necessary.
All the actions of Talisid and the Companions are guided by the principles of goodness, in particular the ideal of friendship they embody in their work together. The Five Companions is more than an empty title: the leaders of the guardinals are the closest of companions, bound by a fierce devotion to one another that puts mere family loyalty to shame. They are not without discord, as the interests of the different kinds of guardinals may at times conflict, but they argue and clash as the dearest of friends, holding themselves and each other to the highest standards of love and good.
Manath
Manath is the newest member of the Five Companions, only recently replacing the curmudgeonly Duke Rhanok. The new duke of the cervidals feels he has much to learn from Talisid and the other Companions, but if he has any doubts about his ability to stand in Rhanok’s hoofprints, he isn’t showing them. Manath has brought a keen wit and sense of fun to the Companions, charming the others with his colloquial manner and prancing tongue.
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