Medium Celestial, Neutral Good
AC 16 (studded leather)    Initiative +4 (14)
HP 78 (12d8 + 36)
Speed 50 ft., Climb 40 ft.
Mod Save
STR 16 +3 +3
DEX 18 +4 +7
CON 16 +3 +3
Mod Save
INT 16 +3 +3
WIS 14 +2 +2
CHA 16 +3 +6
Skills Acrobatics +7, Perception +5, Persuasion +7, Stealth +7
Resistances Cold, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Lightning; Charmed, Frightened
Senses Darkvision 120 ft., Truesight 60 ft.; Passive Perception 14
Languages All
CR 5 (XP 1,800; PB +3)
Traits

Charge.  If the cervidal moves at least 20 feet straight toward a target and then hits it with a Ram attack on the same turn, the target takes an extra 5 (2d4) force damage.

Dispelling Horns. When the cervidal hits a target with a Ram attack, it can choose one of three effects:

Break Enchantment. If the target that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead, the target hit is no longer charmed, frightened, or possessed by such creatures.

Dismissal. If the target is an illusion, it is immediately dispelled. If the target is a fey, a fiend, or an undead, the cervidal can attempt to drive the creature back to its home plane. The creature must succeed on a DC 14 Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

Dispel Magic. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, the cervidal must make a Charisma ability check. The DC equals 10 + the spell's level. On a successful check, the spell ends.

Magic Resistance. The cervidal has advantage on saving throws against spells and other magical effects.

Speak With Beasts. The cervidal can communicate with beasts as if they shared a language.

Actions

Multiattack. The cervidal makes three attacks: one to Ram and two with its Rapier. It can replace its Ram attack with a use of Spellcasting.

Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 7 (2d6) force damage. This attack deals no damage and automatically hits allies when using Dispelling Horns.

Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) force damage.

Spellcasting. The cervidal casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):

At will: bless, command, detect poison and disease, light, magic missile, silvery barbs

2/day each: hold person, mass healing word, protection from poison, suggestion

Description

At first glance, cervidals appear to look like satyrs. They resemble humanoids with goat-like features but are more handsome, nobler, and regal-looking. Cervidals have short, reddish-brown fur over their golden skin, with hooves as feet and their heads crowned with magnificent curving horns of a ram. Cervidals, along with equinals, are amongst the most common types of guardinals one will encounter in Elysium, and thus, along with equinals, form the bulk of a guardinal army.

Dispelling Horns. A cervidal loathes physical combat, choosing to end conflicts through peaceful contests, diplomacy, or witty banter. But if a physical confrontation is unavoidable, a cervidal will not back down. It often opens combat with a headlong charge, using its formidable horns to break enemy formation. Its horns are more than just weapons, though, as the cervidal can also use it to break enchantments, dispel illusions, and banish summoned creatures. Despite its great strength, a cervidal prefers to use weapons that rely on finesse and skill.


Guardinals

Nomadic and peaceful, guardinals are animalistic Celestials who hail from Elysium. Guardinals resemble Humanoids with bestial traits. In their daily interactions, guardinals embody the beauty, calm, and righteousness of their home plane. Guardinals can be found throughout the Outlands, especially in Ecstasy, the gate-town to Elysium, and in Faunel, the gate-town to the Beastlands.

While guardinals are usually friendly and slow to anger, their supernatural virtue puts them at odds with the evil beings of the Lower Planes. Guardinals abhor wickedness and strike out against injustice and villainy without hesitation, determined to eradicate forces that threaten beauty and peace.

Previous Versions

Name Date Modified Views Adds Version Actions
2/10/2025 11:29:27 PM
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