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.
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Bestiary

