Guardinals are a celestial race native to the plane of Elysium. When at home, they are among the most peaceful of creatures, quick to laugh and slow to anger. They show a very different face when away from Elysium, however—they have no tolerance for evil and often rove the cosmos looking for evil to confront.
Guardinals speak Celestial, Infernal, and Draconic, but can speak with almost any creature, thanks to their tongues ability.
Guardinal Traits: A guardinal possesses the following traits (unless otherwise noted in a creature’s entry).
| Hit Dice: | 7d8+35 (66 hp) |
| Initiative: | +6 |
| Speed: | 40 ft. (8 squares), fly 90 ft. (good) |
| Armor Class: | 24 (+6 Dex, +8 natural), touch 16, flat-footed 18 |
| Base Attack/Grapple: | +7/+9 |
| Attack: | Claw +13 melee (2d6+2) or wing +13 melee (2d8+2) |
| Full Attack: | 2 claws +13 melee (2d6+2) or 2 wings +13 melee (2d8+2) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Spell-like abilities, fear aura |
| Special Qualities: | Damage reduction 10/evil or silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, low-light vision, resistance to cold 10 and sonic 10, speak with animals, spell resistance 25, true seeing |
| Saves: | Fort +10 (+14 against poison), Ref +11, Will +8 |
| Abilities: | Str 15, Dex 23, Con 20, Int 15, Wis 16, Cha 16 |
| Skills: | Bluff +13, Concentration +15, Diplomacy +7, Disguise +3 (+5 acting), Handle Animal +13, Hide +16, Intimidate +5, Knowledge (any one) +12, Listen +13, Move Silently +16, Ride +8, Sense Motive +13, Spellcraft +12, Spot +21; racial bonuses |
| Feats: | Empower Spell-Like Ability (magic missile), Flyby Attack, Weapon Finesse |
| Environment: | Blessed Fields of Elysium (or other good-aligned plane) |
| Organization: | Solitary, pair, or squad (3–5) |
| Challenge Rating: | 9 |
| Treasure: | No coins; double goods; standard items |
| Alignment: | Always neutral good |
| Advancement: | 8-14 HD (Medium); 15-21 HD (Large) |
| Level Adjustment: | — |
This creature has the body of a tall, muscular human, but with long, powerful wings instead of arms. The face is more human than avian, but the hair resembles a feathery cowl, and the eyes are bright gold. The legs have strong talons and feathery vanes.
An avoral’s bones are strong but hollow, so even the largest specimens weigh no more than 120 pounds. An avoral is about 7 feet tall.
Each of an avoral’s wings has a small hand at the midpoint. When the wings are folded, these appendages are about where human hands would be and can do nearly anything hands can do.
An avoral’s visual acuity is virtually unmatched: It can see detail on objects up to 10 miles away and is said to be able to discern the color of a creature’s eyes at 200 paces.
On the ground, an avoral can lash out with its wings to deliver punishing blows. However, it prefers to meet its foes in the air, where it can employ its talons and make full use of its aerial speed and agility. It can’t make wing attacks while flying, however.
An avoral’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—aid, blur (self only), command (DC 14), detect magic, dimension door, dispel magic, gust of wind (DC 15), hold person (DC 16), light, magic circle against evil (self only), magic missile, see invisibility; 3/day—lightning bolt (DC 16). Caster level 8th. The save DCs are Charisma-based.
Fear Aura (Su): Once per day an avoral can create an aura of fear in a 20-foot radius. It is otherwise identical with fear from an 8th-level caster (save DC 17). The save DC is Charisma-based.
True Seeing (Su): This ability is identical with true seeing (caster level 14th), except that it has personal range and the avoral must concentrate for 1 full round before it takes effect. Thereafter the ability remains in effect as long as the avoral concentrates on it.
Skills: An avoral’s sharp eyes give it a +8 racial bonus on Spot checks.
Source: Monster Manual (version 3.5), page 141.
| Hit Dice: | 12d8+60 (114 hp) |
| Initiative: | +3 |
| Speed: | 60 ft. (12 squares) |
| Armor Class: | 27 (+3 Dex, +14 natural) |
| Base Attack/Grapple: | +12/+20 |
| Attack: | Claw +20 melee (1d6+8) |
| Full Attack: | 2 claws +20 melee (1d6+8) and bite +15 melee (1d8+4) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Roar, pounce, improved grab, rake 1d6+8, spell-like abilities |
| Special Qualities: | Damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, low-light vision, protective aura, resistance to cold 10 and sonic 10, speak with animals, spell resistance 28 |
| Saves: | Fort +13 (+17 against poison), Ref +11, Will +10 |
| Abilities: | Str 27, Dex 17, Con 20, Int 14, Wis 14, Cha 15 |
| Skills: | Balance +22, Concentration +12, Diplomacy +4, Hide +22, Intimidate +10, Jump +35, Knowledge (any) +17, Listen +17, Move Silently +22, Sense Motive +17, Spot +17, Survival +17; racial bonuses |
| Feats: | Ability Focus (roar), Dodge, Mobility, Spring Attack, Track |
| Environment: | Blessed Fields of Elysium (or other good-aligned outer plane) |
| Organization: | Solitary or pride (4-9) |
| Challenge Rating: | 12 |
| Treasure: | No coins; double goods; standard items |
| Alignment: | Always neutral good |
| Advancement: | 13-18 HD (Medium); 19-36 HD (Large) |
| Level Adjustment: | — |
This creature looks like a powerful humanoid about 6 feet tall, covered in short, golden fur. Its head is leonine in appearance, with a short muzzle and a lush, dark gold mane. Its arms end in powerful claws, and its mouth holds rows of long, sharp teeth.
One of the most powerful guardinal forms, a leonal is every bit as regal as a lion of the Material Plane. As a foe, it can be just as terrifying, bellowing mighty roars and slashing with razor-sharp claws.
Leonals like their battles as straightforward as can be. They begin with a roar to put their foes off balance, then follow up with a frenzy of claw and bite attacks. They closely coordinate with others in their pride, watching one another’s flanks and setting up devastating attacks.
A leonal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Roar (Su): A leonal can roar up to three times per day. Each roar releases a blast in a 60-foot cone that duplicates the effects of a holy word spell and deals an extra 2d6 points of sonic damage (Fortitude DC 20 negates). The save DC is Charisma-based.
Pounce (Ex): If a leonal charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a leonal must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the leonal. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals leonal’s HD). (The defensive benefits from the circle are not included in a leonal’s statistics block.)
Rake (Ex): Attack bonus +20 melee, damage 1d6+8.
Spell-Like Abilities: At will—detect thoughts, fireball (DC 15), hold monster (DC 17), polymorph, wall of force; 3/day—cure critical wounds (DC 16), neutralize poison, remove disease; 1/day—heal (DC 18). Caster level 10th. The save DCs are Charisma-based.
Skills: Leonals have a +4 racial bonus on Balance, Hide, and Move Silently checks.
Source: Monster Manual (version 3.5), page 142.