Charge. If the cervidal 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 5 (1d10) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Innate Spellcasting. The cervidal's spellcasting ability is Charisma (spell save DC 11). The cervidal can innately cast the following spells, requiring no material components:
At will: command, detect magic, speak with animals
1/day each: hold person, suggestion
Sure-Footed. The cervidal has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Multiattack. The cervidal makes one gore attack and one hoof attack.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Hoof. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Healing Touch (3/day). The cervidal touches another creature. The target magically regains 10 (2d8 + 1) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Description
The most common of the guardinals of Elysium are the satyrlike cervidals. Their home, Amoria, is the uppermost layer of that plane. Cervidals take their guardianship of Amoria serioiusly and are rarely found elsewhere except in times of great need.
A cervidal’s body is slim, muscular, and covered with short, dark red fur. Aside from its regal bearing, the creature’s most striking feature is the pair of long, curved horns atop its head. A cervidal has hooves instead of feet, but its hands are like a human’s, except that the backs are protected by hard plates of horn. This allows it to use its hands as punching weapons to deliver effective slam attacks.
Cervidals are peaceful and slow to anger, but in times of need they form the bulk of any guardinal army. One on one, a cervidal is a match for any comparable baatezu or tanar’ri, but cervidals seldom have the luxury of fighting an equal number of opponents.
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