Guardinals
From the mountains of Celestia, the lawful good angels reign supreme. Down in the depths of Carceri, the Nine Hells, and the Abyss, fiends fester in the dark corners of their forgotten planes. There are other beings of similar power elsewhere in the cosmos, but few as overlooked as the guardinal.
Jump to: Avoral | Cerdeval | Equinal | Leonal | Lupinal | Musteval | Ursinal
These beings resemble humanoids with animal heads, which gives them a very distinct and disparate appearance. While there are many forms of guardinal, the most common ones were rodent-headed, goat-headed, wolf-headed, horse-headed, bird-headed, bear-headed, and feline-headed. It is rare to find a permanent city of guardinals. They have a tendency to wander a nomadic lifestyle alone, in pairs, or in small groups of friends.
Guardinals are virtuous creatures, holding themselves above capricious acts such as lying, stealing, or cheating. This makes guardinals valuable peacekeepers to other beings of the outer planes. A guardinal will never lie, never cheat, never take a duplicitous path. All guardinals are about living in the moment, and just enjoying what is; not worrying about what might be, or being attached to what was.
The guardinals live in the outer planes, centered on Elysium, although many can be found in the service of various deities. Like their angelic brethren, the guardinals can shrug off most spells cast upon them and are immune to many mundane woes like exhaustion. While the selection of magic available to each type of guardinal differs, they are all capable magic users and healers.
Tranquility of Nature. Guardinals love their home plane of Elysium for what it is; a picturesque image of nature in balance. To a mortal visiting their plane, it might remind them of a peaceful garden, or a quiet glade. Everything seems peaceful and safe, and that's the way the guardinals want to keep things. Should an invading force threaten to disturb this tranquility, they should be prepared for the full might of the guardinals to fall upon their heads.
Beings Of Goodness. While angels are shards of divinity, splintered off and given form, the guardinals are long-lived mortal beings more like the eladrin. While they can be angered quickly, their defining trait is more about passion. Their passion for the lovely things in the world knows no bounds. Guardinals treasure things like well-brewed tea or conversation had during a sunset or a quiet walk on a beach. There's nothing better than a quiet happy sigh, to a guardinal.
Adventure on the Horizon. When not indulging in their home plane, guardinals feel the need to find work worthy of their lot. Devoting themselves to the various gods of the realms, whether wandering the outer planes looking for trouble or just going on a walk-about to see what they might find, guardinals are the natural adventurers of the universe. Planar Creatures. Despite not being celestials, elementas or fiends, guardinals can be summoned using the planar ally or planar binding spells.
Roleplay tips for guardinals: A guardinal should always be finding the silver lining in a situation. They're always smiling, enjoying themselves, whatever situation they find themselves in. They're fun and kind when treated as equals and with respect. However, any sign of an evil deed will have them as quick to act as a bulwark, placing themselves directly between that evil and its goals.
Avoral
With unmatched eyesight, the avoral are the perfect scouts for the guardinals. Their great skill at flying, mixed with excellent spellcasting, make them revered wherever they go. Rarely found alone, those that are alone are typically on an important mission, otherwise, they're generally found in the company of other guardinals.
Environment
(FIXME)
Token
Avoral
Medium monstrosity, neutral good
- Armor Class 16 (natural armor)
- Hit Points 161(17d8+85)
- Speed 40 ft., fly 90 ft.
STR DEX CON INT WIS CHA 15 (+2) 23 (+6) 20 (+5) 15 (+2) 16 (+3) 16 (+3)
- Proficiency Bonus +6
- Saving Throws Con +9
- Damage Vulnerabilities
- Damage Resistances lightning; bludgeoning,piercing and slashing from nonmagical weapons
- Damage Immunities poison
- Condition Immunities exhaustion,frightened,petrified,poisoned
- Skills Insight +7,Perception +7,Persuasion +7
- Senses truesight 60 ft.,passive Perception 17
- Languages all
- Challenge 11
Nature Speech. The avoral can converse with animals and monstrosities, even if they don't share a language.
Magic Resistance. The avoral has advantage on saving throws against spells and other magical effects.
Magical Attacks. The avoral's attacks count as magical for the purposes of overcoming damage immunities and resistances.
Innate Spellcasting. The avoral's spellcasting ability is Charisma (spell save DC 14). The avoral can innately cast the following spells, requiring only verbal components:
At will: blur, dimension door, dispel magic, protection against evil and good, magic missile
1/day: lightning bolt
Actions
Multiattack. The avoral makes two claw attacks and two wing attacks.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.
Wing. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) bludgeoning damage.
Cerdeval
The ram-headed cerdeval are said to resemble satyrs, a statement they'll outright and flatly deny. Perhaps the differences are subtle, but it is more likely that of all the guardinals, the cerdeval have the most pride. Contrary to their powerful physical build, most cerdeval prefer to avoid conflict whenever possible through the use of their magic.
Environment
(FIXME)
Token
Cerdeval
Medium monstrosity, neutral good
- Armor Class 17 (natural armor)
- Hit Points 97 (15d8+30)
- Speed 50 ft.
STR DEX CON INT WIS CHA 19 (+4) 15 (+2) 15 (+2) 12 (+1) 17 (+3) 16 (+3)
- Proficiency Bonus +4
- Saving Throws Wis +6,Cha +6
- Damage Vulnerabilities
- Damage Resistances lightning,poison; bludgeoning,piercing and slashing from nonmagical weapons
- Damage Immunities
- Condition Immunities exhaustion,frightened,petrifed
- Skills Athletics +7,Perception +6
- Senses darkvision 30 ft.,passive Perception 16
- Languages Common,Celestial,Infernal
- Challenge 6
Nature Speech. The cerdeval can converse with animals and monstrosities, even if they don't share a language.
Magic Resistance. The cerdeval has advantage on saving throws against spells and other magical effects.
Charge. If the cerdeval moves at least 20 feet straight towards a creature and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. The target must succeed on a DC 14 Charisma saving throw or be sent back to its plane of origin as if affected by the banishment spell. Creatures native to the plane the cervidal is on are immune to this effect.
Innate Spellcasting. The cerdeval's spellcasting ability is Charisma (spell save DC 14). The cerdeval can innately cast the following spells, requiring only verbal components:
At will: bless, detect evil and good, light
3/day each: hold person, magic missile
1/day each: cure wounds, suggestion
Actions
Multiattack. The cerdeval makes three attacks: two slam attacks and one attack with its horns.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage.
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) bludgeoning damage.
Equinal
The most reserved of the guardinals, the equinal is a deadly warrior. Able to survive damage that would end lesser creatures, they spend most of their lives perfecting a specific art, honing it in the same way they would their martial prowess. Warrior poets, artists, and songwriters are common ways of life for an equinal.
Environment
(FIXME)
Token
Equinal
Large monstrosity, neutral good
- Armor Class 14 (natural armor)
- Hit Points 130 (20d8+40)
- Speed 80 ft.
STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 16 (+3) 13 (+1) 15 (+2) 15 (+2)
- Proficiency Bonus +6
- Saving Throws Con +7
- Damage Vulnerabilities
- Damage Resistances lightning; bludgeoning,piercing and slashing from nonmagical weapons
- Damage Immunities poison
- Condition Immunities exhaustion,frightened,petrified,poisoned
- Skills Arcana +5,Perception +6,Religion +5,Survival +6
- Senses darkvision 60 ft.,passive Perception 16
- Languages Common,Celestial,Infernal
- Challenge 9
Nature Speech. The equinal can converse with animals and monstrosities, even if they don't share a language.
Magic Resistance. The equinal has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The equinal's spellcasting ability is Charisma (spell save DC 14). The lupinal can innately cast the following spells, requiring only verbal components:
At will: detect evil and good, detect magic
3/day each: counterspell, cure wounds, dispel magic, magic missile
1/day each: slow, wall of stone
Actions
Multiattack. The equinal makes four slam attacks
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6+6) bludgeoning damage.
War Whinny. The equinal unleashes a terrifying shriek. All creatures of the equinal's choice within 40 feet, must succeed on a Wisdom saving throw or become deafened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The equinal gains temporary hit points equal to twice the number of creatures targeted (regardless of the outcome of their saving throw).
Leonal
Leonals are charismatic, natural leaders, and paragons of bravery. The leonals are exceptional combatants, with powerful magic to back their natural weapons. When found with other guardinals, they take on a commanding role. When found alone, they're often in a self-exile, searching for meaning in the universe.
Environment
(FIXME)
Token
Leonal
Medium monstrosity, neutral good
- Armor Class 19 (natural armor)
- Hit Points 237 (25d8+125)
- Speed 40 ft..
STR DEX CON INT WIS CHA 27 (+8) 17 (+3) 20 (+5) 14 (+2) 14 (+2) 18 (+4)
- Proficiency Bonus +7
- Saving Throws Str +13,Con +10,Wis +7
- Damage Vulnerabilities
- Damage Resistances lightning; bludgeoning,piercing and slashing from nonmagical weapons
- Damage Immunities poison
- Condition Immunities exhaustion,frightened,petrified,poisoned
- Skills Athletics +13,Acrobatics +8,Intimidation +9,Perception +7,Persuasion +9,Stealth +8,Survival +8
- Senses truesight 60 ft.,passive Perception 17
- Languages all
- Challenge 16
Nature Speech. The leonal can converse with animals and monstrosities, even if they don't share a language.
Magic Resistance. The leonal has advantage on saving throws against spells and other magical effects.
Protective Aura. All creatures of the leonal's choice within 20 feet, share the leonal's damage immunities and damage resistances, and benefit from the leonal's Magic Resistance trait as well.
Innate Spellcasting. The leonal's spellcasting ability is Charisma (spell save DC 17). The leonal can innately cast the following spells, requiring only verbal components:
At will: detect thoughts, reball, protection from evil and good
3/day each: greater restoration, heal
Actions
Multiattack. The leonal makes one bite attack and two claw attacks or four claw attacks if it moved at least 15 feet first.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) slashing damage.
Lupinal
The wolf-headed lupinal is an incomparable hunter; tracking down prey unerringly and quickly finishing them off. Lupinals very rarely congregate, with the sole exception of grand hunts. When a lupinal has found very difficult prey, they'll often seek out other lupinals to assist them.
Environment
(FIXME)
Token
Lupinal
Medium monstrosity, neutral good
- Armor Class 19 (natural armor)
- Hit Points 130 (20d8+40)
- Speed 50 ft.
STR DEX CON INT WIS CHA 22 (+6) 20 (+5) 14 (+2) 16 (+3) 15 (+2) 18 (+4)
- Proficiency Bonus +6
- Saving Throws
- Damage Vulnerabilities
- Damage Resistances lightning; bludgeoning,piercing and slashing from nonmagical weapons
- Damage Immunities poison
- Condition Immunities exhaustion,frightened,petrified,poisoned
- Skills Athletics +10,Acrobatics +9,Perception +6,Stealth +9
- Senses darkvision 60 ft.,passive Perception 16
- Languages Common,Celestial,Infernal
- Challenge 9
Nature Speech. The lupinal can converse with animals and monstrosities, even if they don't share a language.
Magic Resistance. The lupinal has advantage on saving throws against spells and other magical effects.
Heightened Senses. The lupinal has advantage on Wisdom (Perception) checks that rely on sight or smell.
Grappler. If the lupinal strikes with two claw attacks against the same target on the same turn, if it isn't already grappling a creature, the target is grappled. All attacks against a creature that it is grappling count as critical hits.
Rapid Dodging. Creatures making ranged weapon attacks against the lupinal su er disadvantage on their attack.
Innate Spellcasting. The lupinal's spellcasting ability is Charisma (spell save DC 16). The lupinal can innately cast the following spells, requiring only verbal components:
At will: blink, blur, detect evil and good, light
3/day each: cure wounds, magic missile, fly
Actions
Multiattack. The lupinal makes three attacks: two claw attacks and one bite attack.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6+6) slashing damage.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) piercing damage.
Musteval
Resembling mice, rats, or ferrets, the rodent-headed musteval is the lowest order of guardinal and one the most recent additions. Unlike other guardinals, they tend to find packs to travel with, rarely adventuring alone.
Environment
(FIXME)
Token
Musteval
Tiny monstrosity, neutral good
- Armor Class 18 (natural armor)
- Hit Points 45 (13d4+13)
- Speed 30 ft., Burrow 10 ft.
STR DEX CON INT WIS CHA 6 (-2) 20 (+5) 12 (+1) 12 (+1) 14 (+2) 10 (+0)
- Proficiency Bonus +5
- Saving Throws
- Damage Vulnerabilities
- Damage Resistances lightning,poison; bludgeoning,piercing and slashing from nonmagical weapons
- Damage Immunities
- Condition Immunities exhaustion,frightened,petrified
- Skills Athletics +0,Acrobatics +7,Stealth +7
- Senses darkvision 30 ft.,passive Perception 12
- Languages Common,Celestial,Infernal
- Challenge 4
Nature Speech. The musteval can converse with animals and monstrosities, even if they don't share a language.
Magic Resistance. The musteval has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The musteval's spellcasting ability is Charisma (spell save DC 10). The musteval can innately cast the following spells, requiring only verbal components:
At will: detect evil and good, disguise self, magic missile
1/day each: cure wounds, invisibility
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 piercing damage.
Rapid Attack. The musteval can attack each creature once during its movement using this action. Each creature that it attacks during this movement reduces the musteval's speed by 5 feet until the start of its next turn. A single creature can only be attacked once this way, regardless of if the attack hits or misses.
Ursinal
Second in strength only to the leonal, the fearsome presence of a ursinal was intimidating, but they were actually quite prone to encouraging others to nonviolence. Philosophers and academics, the ursinal kept the lore and history of the guardinals as living testaments to everything they were, are, or ever will be.
Environment
(FIXME)
Token
Ursinal
Large monstrosity, neutral good
- Armor Class 18 (natural armor)
- Hit Points 199 (19d10+95)
- Speed 30 ft.
STR DEX CON INT WIS CHA 25 (+7) 14 (+2) 21 (+5) 18 (+4) 17 (+3) 18 (+4)
- Proficiency Bonus +6
- Saving Throws Str +11,Con +9
- Damage Vulnerabilities
- Damage Resistances lightning; bludgeoning,piercing and slashing from nonmagical weapons
- Damage Immunities poison
- Condition Immunities exhaustion,frightened,petrified,poisoned
- Skills Arcana +8,Athletics +11,History +8,Insight +7,Medicine +7,Nature +8,Religion +8
- Senses truesight 60 ft.,passive Perception 13
- Languages all
- Challenge 12
Nature Speech. The ursinal can converse with animals and monstrosities, even if they don't share a language.
Magic Resistance. The ursinal has advantage on saving throws against spells and other magical e ects.
Expert Grappler. The ursinal is the consumate grappler. When rolling ability checks to start or maintain grapples, the ursinal can treat any result of 20 or lower as 21.
Uncanny Dodge. When an attacker that the ursinal can see hits them with an attack, they can use their reaction to halve the attack's damage.
Innate Spellcasting. The ursinal's spellcasting ability is Charisma (spell save DC 16). The ursinal can innately cast the following spells, requiring only verbal components:
At will: daylight, detect evil and good, dimension door, sleep
3/day each: hold monster, polymorph, lesser restoration
1/day: divine word
Actions
Multiattack. The ursinal makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d8+7) piercing damage, or 48 (6d8+21) piercing damage against a grappled target
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d8+7) slashing damage. If the ursinal hits with both claw attacks against the same target, the target must succeed on a DC 19 Strength saving throw or become grappled by the ursinal.