Old World» Guardinal

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.

Contents

Combat

A guardinal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.

Guardinals

Statistics

Languages Celestial, Infernal, Draconic; speak with animals

Ecology

Environment Blessed Fields of Elysium

Special Abilities

Lay on Hands (Su)

A guardinal can heal by laying on hands as a paladin of a level equal to its hit dice.

Speak with Animals (Su)

This ability works like the speak with animals spell but is a free action and does not require sound.

Avoral

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.

Combat

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 can be summoned with the summon monster VII spell.

Avoral

Medium outsider (extraplanar, good)

Init +6; Senses darkvision, low-light vision; true seeing; Perception +23

Defense

AC 24, touch 16, flat-footed 18 (+6 Dex, +8 natural)

hp 85 (9d8+45)

DR 10/evil

Fort +8 (+12 vs. poison), Ref +12, Will +9

SR 22

Resist cold 10, sonic 10

Immune electricity, petrification

Offense

Speed 40 ft., fly 90 ft. (good)

Melee 2 claws +15 (2d6+3)

Melee 2 wings +15 (2d8+3)

Space 5 ft.; Reach 5 ft.

Special Attacks fear (20-ft. radius, DC 17)

Spell-like Abilities

  • At willaid, blur (self only), command (DC 16), detect magic, dimension jump, dispel magic, gust of wind (DC 16), hold person (DC 16), light, magic circle against evil (self only), magic missile, see invisibility
  • 3/day—Empowered lightning bolt (DC 17), Maximized magic missile

Statistics

Str 17, Dex 23, Con 20, Int 15, Wis 16, Cha 16

Base Atk +9; CMB +15; CMD 28

Feats Dodge, Empower Spell-like Ability (lightning bolt), Flyby Attack, Maximize Spell-like Ability (magic missile), Weapon Finesse

Skills Bluff +10, Diplomacy +10, Fly +22, Handle Animal +10, Intimidate +17, Perception +23, Sense Motive +15, Stealth +18

Morale intrepid (+4)

Ecology

Organization solitary, pair, or squad (1d3+2)

Special Abilities

Fear (Su)

Once per day an avoral can create an aura of fear in a 20-foot radius. It is otherwise identical with the fear spell (save DC 17). The save DC is Charisma-based.

True Seeing (Su)

This ability is identical with the true seeing spell, 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.

Lay on Hands (Su)

An avoral can lay on hands 7 times per day, healing 4d6 points of damage each time.

Skills

An avoral’s sharp eyes give it a +8 racial bonus on Perception checks.

Leonal

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.

Combat

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 can be summoned with the summon monster IX spell.

Leonal

Medium outsider (extraplanar, good)

Init +7; Senses darkvision, low-light vision; Perception +18

Aura protective aura (20 ft.)

Defense

AC 28, touch 14, flat-footed 24 (+3 Dex, +14 natural, +1 Dodge); +4 deflection vs. evil

hp 123 (13d8+65)

DR 10/evil

Fort +13 (+17 vs. poison), Ref +11, Will +8; +4 resistance vs. evil

SR 26

Resist cold 10, sonic 10

Immune electricity, petrification

Offense

Speed 60 ft.

Melee bite +22 (1d8+8 plus grab), 2 claws +22 (1d6+8)

Melee bite +18 (1d8+16 plus grab), 2 claws +18 (1d6+16) (Power Attack)

Space 5 ft.; Reach 5 ft.

Special Attacks roar, pounce, rake (2 claws +22, 1d6+8)

Spell-like Abilities

  • At willdetect thoughts, fireball (DC 18), hold monster (DC 18), polymorph, wall of force
  • 3/daycure critical wounds (DC 18), neutralize poison, remove disease
  • 1/dayheal (DC 19)

Statistics

Str 27, Dex 17, Con 20, Int 14, Wis 14, Cha 17

Base Atk +13; CMB +21 (+25 grapple); CMD 34 (38 vs. trip)

Feats Ability Focus (roar), Dodge, Improved Initiative, Iron Will, Power Attack, Weapon Focus (bite, claw)

Skills Acrobatics +23 (+35 jump), Handle Animal +19, Intimidate +19, Perception +18, Sense Motive +18, Stealth +23

Morale intrepid (+4)

Ecology

Organization solitary or pride (1d6+3)

Special Abilities

Grab (Ex)

If a leonal hits with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The leonal can only grab targets of a size up to two sizes larger than itself.

A leonal receives a +4 bonus on combat maneuver checks made to start and maintain a grapple.

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 21 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.

Rake (Ex)

A leonal rakes with its two rear claws (attack bonus +22; damage 1d6+8).

Protective Aura (Su)

As a free action, a leonal can surround itself with a nimbus of light having a radius of 20 feet. 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.

Lay on Hands (Su)

A leonal can lay on hands 9 times per day, healing 6d6 points of damage each time.

Skills

Leonals have a +4 racial bonus on Acrobatics and Stealth checks.