Angelic Weapons. The equinal's weapon attacks are magical. When the equinal hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).
Innate Spellcasting. The equinal's spellcasting ability is Charisma (spell save DC 13). The equinal can innately cast the following spells, requiring no material components:
At will: detect evil and good, fog cloud, speak with animals
3/day each: magic circle, slow, wall of stone
Magic Resistance. The equinal has advantage on saving throws against spells and other magical effects.
Multiattack. The equinal makes two attacks: one with its fists and one with its hooves.
Fists. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage plus 9 (2d8) radiant damage.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 9 (2d8) radiant damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Healing Touch (3/day). The equinal touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Whinny (Recharges after a Short or Long Rest). The equinal emits a piercing shriek. Each non-celestial creature within 30 feet of the equinal must make a DC 14 Constitution saving throw. On a failed save, the creature is deafened and stunned for 1 minute. A deafened and stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description
Along with cervidals, equinals are the most common guardinals. They are strong, boisterous, and generally good-natured champions of good. Equinals stand just shy of 8 feet tall, but their chests are like barrels and they weigh 600 pounds or more.
In combat, equinals disdain the use of weapons and wade into melee with their iron-hard fists. They embrace any reasonable opportunity to stand hoof-totoe with evil creatures and beat them senseless. They never back down from a fight, even when obviously outmatched.
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