Page 155 - Monster Manual Expanded III Dragonix
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Equinal                                                Leonal
        Equinals are 8-foot tall bipedal horse-humanoid hybrids. Their   Leonals appear as muscular humanoids with lion-like features.
        heads and legs are those of a horse's, and their muscular arms   Their bodies are covered with short tawny-golden fur with males
        end in thick iron-hard fingers that, when closed into a fist, appear   sporting great red manes. They have the lower legs of a lion
        like hooves. Despite their heavy-set bodies, equinals move with   and strong, powerful arms that end with paw-like hands with
        incredible balance and grace.
          Disciplined Warriors. Equinals, alongside cervidals, are the
        most numerous type of guardinals. They strive to be free of anger,   Cervidal
        envy, and greed and spend most of their time in deep meditation.
                                                                Medium celestial, neutral good
        Even though they are practitioners of the martial arts, they always
        do everything possible to neutralize a confrontation without having
                                                                Armor Class 15 (studded leather)
        to resort to violence.                                  Hit Points 37 (5d8 + 15)
          Martial Artists. If combat is unavoidable, equinals always   Speed 50 ft., climb 40 ft.
        attempt to end fights as quickly as possible, knocking out or
        subduing their foes with their unarmed strikes before any    STR           DEX           CON           INT           WIS           CHA
        permanent damage is done. When fighting fiends, however, they          16 (+3)       16 (+3)      16 (+3)      14 (+2)     14 (+2)      16 (+3)
        do not hold back. When outnumbered, equinals use spells to
                                                                Saving Throws Dex +5, Cha +5
        hinder, slow, or divide their foes. They are also known to emit loud
        whinnies that can deafen and even stun opponents.       Skills Athletics +7, Perception +4, Stealth +5
                                                                Damage Resistances cold, poison, thunder; bludgeoning, piercing,
                                                                  and slashing from nonmagical attacks
         Avoral                                                 Damage Immunities lightning
                                                                Condition Immunities charmed, frightened
                                                                Senses truesight 60 ft., passive Perception 14
         Medium celestial, neutral good
                                                                Languages all
                                                                Challenge 3 (700 XP)         Proficiency Bonus +2
         Armor Class 16 (studded leather)
         Hit Points 52 (7d8 + 21)
                                                                Charge. If the cervidal moves at least 20 feet straight toward a target
         Speed 40 ft., fly 90 ft.
                                                                and then hits it with a Ram attack on the same turn, the target takes

             STR           DEX           CON           INT           WIS           CHA    an extra 5 (2d4) damage.
                13 (+1)       18 (+4)      16 (+3)      14 (+2)     15 (+2)      16 (+3)  Magic Resistance. The cervidal has advantage on saving throws
                                                                against spells and other magical effects.
         Saving Throws Dex +7, Cha +6
                                                                Speak with Beasts. The cervidal can communicate with beasts as if
         Skills Perception +8, Stealth +7, Survival +5
                                                                they shared a language.
         Damage Resistances cold, poison, thunder; bludgeoning, piercing,
           and slashing from nonmagical attacks                 Actions
         Damage Immunities lightning
                                                                Multiattack. The cervidal makes three attacks: one to Ram and two
         Condition Immunities charmed, frightened
                                                                with its Rapier.
         Senses truesight 120 ft., passive Perception 18
         Languages all                                          Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
         Challenge 5 (1,800 XP)       Proficiency Bonus +3      (1d4 + 3) bludgeoning damage plus 7 (2d6) force damage.
                                                                Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
         Flyby. The avoral doesn’t provoke opportunity attacks when it flies   (1d8 + 3) piercing damage.
         out of an enemy’s reach.
                                                                Innate Spellcasting. The cervidal’s innate spellcasting ability is
         Keen Sight. The avoral has advantage on Wisdom (Perception)   Charisma (spell save DC 13). It can innately cast the following
         checks that rely on sight.                             spells, requiring no material components:
         Magic Resistance. The avoral has advantage on saving throws   At will: bless, command, detect poison and disease, light, magic
         against spells and other magical effects.                missile
                                                                2/day (each): hold person, protection from poison, suggestion
         Speak with Beasts. The avoral can communicate with beasts as if
         they shared a language.                                Bonus Actions
         Actions                                                Dispelling Horns (3/Day). When the cervidal hits a target with a
                                                                Ram attack, it can choose one of three effects:
         Multiattack. The avoral makes two melee weapon attacks.  While
                                                                Break Enchantment. If the target that is charmed, frightened, or
         flying, it can only make Talon attacks.
                                                                  possessed by a celestial, an elemental, a fey, a fiend, or an undead,
         Talon. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.    the target hit is no longer charmed, frightened, or possessed by
         Hit: 6 (1d4 + 4) slashing damage.                        such creatures.
                                                                Dismissal. If the target is an illusion, it is immediately dispelled.  If
         Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
                                                                  the target is a a fey, a fiend, or an undead, the cervidal can attempt
         Hit: 7 (1d6 + 4) slashing damage.
                                                                  to drive the creature back to its home plane. The creature must
         Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft.,     succeed on a DC 13 Charisma saving throw or be sent back to its
         one target. Hit: 8 (1d8 + 4) piercing damage.            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
         Innate Spellcasting. The avoral’s innate spellcasting ability is
                                                                  Feywild.
         Charisma (spell save DC 14). It can innately cast the following
                                                                Dispel Magic. Any spell of 3rd level or lower on the target ends.
         spells, requiring no material components:
                                                                  For each spell of 4th level or higher on the target, the cervidal must
         At will: aid, blur, command, detect magic, gust of wind, hold person    make a Charisma ability check. The DC equals 10 + the spell's
         2/day (each): dispel magic, fear, lightning bolt         level. On a successful check, the spell ends.
       154
                    Bestiary
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