Guardinals

Having lived on the plane of Elysium for as long as they remember, Guardinals live across the outer planes. Resembling beasts with humanoid traits, they can innately speak to beasts, possess natural weapons, and have innate healing abilities. Many are also capable spellcasters, using spells to fill various roles in their eternal fight against the denizens of the lower planes.

While not nearly having as rigid a hierarchy as archons, each group of guardinals is still led by a powerful member of that group. The current Leonal leading guardinals is named Talisid, and has lead for as long as most guradinals can remember. He and the next strongest five guardinals are known as Talisid and the Five Companions.

Mustevals

Small, weasel-like guardinals, no musteval leader has been a member of the Five Companions. They are anuassuming, and often disguise themselves to sneak into evil layers, eavesdropping, gathering information, or bringing supplies to allies as needed.

Cervidals

Cervidals, led by Manath the Horned Duke and fight best in rocky or unstable terrain, when they can outmaneuver most of their flightless enemies.

Still, they form the backbone of most guardinal armies, forming large formations when they can.

Lupinals

Led by Kharash the Stalker, these wolf-like celestials nonetheless use stealth and surpise in taking down evil foes. They can attack with their jaws in a flash, which may be to compensate for having weaker spellcasting than other guardinals. They may be summoned to reinforce ambushes or rescue mustevals trapped behind enemy lines.

Equinals

With Vhara the Duchess of the Fields as one of the five companions, Equinals are superior healers among the guardinals, and often help to maintain the supply of armies in the field. They haul the materials for almost all of the few Guardinal fortifications, and when summoned will gladly pull carts of arms, food, and armor for allies to the forces of good.

Avorals

Winged with feathers, avorals form the scouts to guardinal forces, led by Sathia the Sky Duchess. They keep to the air, tracking enemy movements and denying them communications when the opperotunity presents itself. Avorals provide aid in the same manner when summoned by clerics, helping to locate foes and then pepper them from the sky with their bows.

Ursinals

Bear-like, the Ursinals under Bharrai the Great Bear's command are the mages and scholars among the Guardinals. All train to become powerful wizards, reinforcing their spells with their claws and jaws. They often prefer disabling spells over outright attacks, except against fiends.

Leonals

The regal, feline leonals are led by Talisid. Talisid has long been the Celestial Lion whose name appears before the title of the companions. Leonals can unleash mighty roars, and prefer to fight on the front lines against evil threats.


Musteval

Small celestial, neutral good


  • Armor Class 15
  • Hit Points 42 (12d6)
  • Speed 35ft., burrow 10ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 10 (+0) 15 (+2) 12 (+1) 13 (+1)

  • Skills Sleight of Hand +5, deception +3, perception +3
  • Damage Resistances cold, thunder; bludgeoning, piercing, and slashing
  • Damage Immunities lightning
  • Senses Darkvision 60 ft., passive Perception 13
  • Languages Common, Celestial, Infernal
  • Challenge 2 (450 XP)

Lay on hands. As an action, the musteval can touch a creature and restore a number of hit points to that creature, or expend healing to cure the target of one disease or neutralize one poison affecting it. The musteval can cure hitpoints, cure diseases, and neutralize poisons with a single use of Lay on Hands. The musteval has a pool of 5 hit points for using this ability, and curing a disease or nuetralizing a poison costs 5 of these hit points.

This feature has no effect on undead and constructs.

Speak with Beasts and Plants. The musteval can communicate with beasts and plants as if they shared a language.

Spellcasting. The musteval is a 3st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): message, minor illusion, poisn spray

1st level (4 slots): comprehend languages, disguise self, shield

2nd level (2 slots): mind spike, skywrite

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d6 + 3) piercing damage.


Cervidal

Medium celestial, neutral good


  • Armor Class 16 (Breastplate Armor)
  • Hit Points 52 (8d8+16)
  • Speed 30ft., climb 30ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 13 (+1) 12 (+1) 10 (+0)

  • Skills Athletics +4, Acrobatics +4, Perception +3
  • Damage Resistances cold, thunder; bludgeoning, piercing, and slashing
  • Damage Immunities lightning
  • Senses Darkvision 60 ft., passive Perception 13
  • Languages Common, Celestial, Infernal
  • Challenge 3 (700 XP)

Charge. If the cervidal moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Lay on hands. As an action, the cervidal can touch a creature and restore a number of hit points to that creature, or expend healing to cure the target of one disease or neutralize one poison affecting it. The cervidal can cure hitpoints, cure diseases, and neutralize poisons with a single use of Lay on Hands. The cervidal has a pool of 10 hit points for using this ability, and curing a disease or nuetralizing a poison costs 5 of these hit points.

This feature has no effect on undead and constructs.

Speak with Beasts and Plants. The cervidal can communicate with beasts and plants as if they shared a language.

Innate Spellcasting. The cervidal's spellcasting ability is Intelligence. It can innately cast the following spells, requiring no material components:

3/day: jump

1/day: feather fall

Sure-Footed. The cervidal has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Multiattack. The cervidal makes two attacks with its ram or longsword.

Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d8 + 3) slashing damage.

Ram. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d6 + 3) bludgeoning damage.


Lupinal

Medium celestial, neutral good


  • Armor Class 16 (Studded Leather Armor)
  • Hit Points 50 (9d8+9)
  • Speed 40ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 12 (+2) 15 (+2) 14 (+2) 10 (+0)

  • Skills Acrobatics +6, Intimidation +2, Perception +4, Stealth +6
  • Damage Resistances cold, thunder; bludgeoning, piercing, and slashing
  • Damage Immunities lightning
  • Senses Darkvision 60 ft., passive Perception 13
  • Languages Common, Celestial, Infernal
  • Challenge 4 (1,100 XP)

Lay on hands. As an action, the lupinal can touch a creature and restore a number of hit points to that creature, or expend healing to cure the target of one disease or neutralize one poison affecting it. The lupinal can cure hitpoints, cure diseases, and neutralize poisons with a single use of Lay on Hands. The lupinal has a pool of 10 hit points for using this ability, and curing a disease or nuetralizing a poison costs 5 of these hit points.

This feature has no effect on undead and constructs.

Speak with Beasts and Plants. The musteval can communicate with beasts and plants as if they shared a language.

Sneak Attack (1/Turn). The lupinal deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the lupinal that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Savage Bite. If the lupinal uses the attack action on its turn, it can make one bite attack as a bonus action.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) piercing damage.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d6 + 4) piercing damage.


Equinal

Medium celestial, neutral good


  • Armor Class 13 (Studded Leather)
  • Hit Points 72 (13d8+13)
  • Speed 50ft.

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 12 (+1) 16 (+3) 14 (+2) 13 (+1)

  • Skills Athletics +7, Medicine +4, Persuasion +3
  • Damage Resistances cold, thunder; bludgeoning, piercing, and slashing
  • Damage Immunities lightning
  • Senses Darkvision 60 ft., passive Perception 13
  • Languages Common, Celestial, Infernal
  • Challenge 4 (1,100 XP)

Beast of Burden. The equinal is considered to be a Large creature for the purpose of determining its carrying capacity.

Lay on hands. As an action, the equinal can touch a creature and restore a number of hit points to that creature, or expend healing to cure the target of one disease or neutralize one poison affecting it. The equinal can cure hitpoints, cure diseases, and neutralize poisons with a single use of Lay on Hands. The equinal has a pool of 15 hit points for using this ability, and curing a disease or nuetralizing a poison costs 5 of these hit points.

This feature has no effect on undead and constructs.

Speak with Beasts and Plants. The equinal can communicate with beasts and plants as if they shared a language.

Innate Spellcasting. The cervidal's spellcasting ability is Intelligence. It can innately cast the following spells, requiring no material components:

3/day: Cure Wounds, Earth Tremor

1/day each: Enhance Ability

Actions

Multiattack. The equinal makes two attacks with its hooves.

Hooves. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (1d10 + 5) bludgeoning damage.


Avoral

Medium celestial, neutral good


  • Armor Class 16 (Studded Leather)
  • Hit Points 84 (12d6)
  • Speed 20ft., fly 60ft.

STR DEX CON INT WIS CHA
15 (+2) 19 (+4) 12 (+1) 14 (+2) 15 (+2) 12 (+1)

  • Skills Acrobatics +7, Perception +8
  • Damage Resistances cold, thunder; bludgeoning, piercing, and slashing
  • Damage Immunities lightning
  • Senses Darkvision 60 ft., passive Perception 13
  • Languages Common, Celestial, Infernal
  • Challenge 5 (1,800 XP)

Lay on hands. As an action, the avoral can touch a creature and restore a number of hit points to that creature, or expend healing to cure the target of one disease or neutralize one poison affecting it. The avoral can cure hitpoints, cure diseases, and neutralize poisons with a single use of Lay on Hands. The avoral has a pool of 20 hit points for using this ability, and curing a disease or nuetralizing a poison costs 5 of these hit points.

This feature has no effect on undead and constructs.

Speak with Beasts and Plants. The avoral can communicate with beasts and plants as if they shared a language.

Spellcasting. The avoral is a 2st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): message, minor illusion

1st level (3 slots): comprehend languages, disguise self, shield

Actions

Multiattack. The avoral makes two attacks with its claws or longbow.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target is grappled (escape DC 13). The avoral can only grapple one target in this way

Longbow. Ranged Weapon Attack: +7 to hit, ranged 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.


Ursinal

Medium celestial, neutral good


  • Armor Class 17 (Natural Armor)
  • Hit Points 75 (10d8+30)
  • Speed 30ft., climb 30ft.

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 16 (+3) 19 (+4) 15 (+2) 10 (+0)

  • Skills Athletics +5, Arcana +7, History +7, Religion +7, Insight +4
  • Damage Resistances cold, thunder; bludgeoning, piercing, and slashing
  • Damage Immunities lightning
  • Senses Darkvision 60 ft., passive Perception 13
  • Languages Common, Celestial, Infernal
  • Challenge 7 (2,900 XP)

Keen Smell. The ursinal has advantage on Wisdom (Perception) checks that rely on smell.

Lay on hands. As an action, the ursinal can touch a creature and restore a number of hit points to that creature, or expend healing to cure the target of one disease or neutralize one poison affecting it. The unrinal can cure hitpoints, cure diseases, and neutralize poisons with a single use of Lay on Hands. The ursinal has a pool of 25 hit points for using this ability, and curing a disease or nuetralizing a poison costs 5 of these hit points.

This feature has no effect on undead and constructs.

Speak with Beasts and Plants. The ursinal can communicate with beasts and plants as if they shared a language.

Spellcasting. The ursinal is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): control flames, mage hand, prestidigitation, ray of frost

1st level (4 slots): chromatic orb, comprehend languages, fog cloud, magic missile

2nd level (3 slots): Hold Person, See Invisibility

3rd level (3 slots): Dispel Magic, Fireball, Sending, Tounges

4th level (2 slots): Arcane Eye, Storm Sphere

Actions

Multiattack. The ursinal makes two attacks with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage.



Leonal

Medium celestial, neutral good


  • Armor Class 18 (Full Plate)
  • Hit Points 104 (16d8+32)
  • Speed 30ft.

STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 14 (+2) 16 (+3) 14 (+2) 16 (+3)

  • Skills Athletics +4, Acrobatics +4, Perception +3
  • Damage Resistances cold, thunder; bludgeoning, piercing, and slashing
  • Damage Immunities lightning
  • Senses Darkvision 60 ft., passive Perception 13
  • Languages Common, Celestial, Infernal
  • Challenge 9 (5,000 XP)

Angelic Weapons. The leonal's weapon attacks are magical. When the leonal hits with any weapon, the weapon deals an extra 1d8 radiant damage (included in the attack).

Lay on hands. As an action, the leonal can touch a creature and restore a number of hit points to that creature, or expend healing to cure the target of one disease or neutralize one poison affecting it. The leonal can cure hitpoints, cure diseases, and neutralize poisons with a single use of Lay on Hands. The leonal has a pool of 35 hit points for using this ability, and curing a disease or nuetralizing a poison costs 5 of these hit points.

This feature has no effect on undead and constructs.

Savage Bite. If the leonal uses the attack action or casts a spell on its turn, it can make one bite attack as a bonus action.

Speak with Beasts and Plants. The musteval can communicate with beasts and plants as if they shared a language.

Spellcasting. The leonal is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): lightning lure, message, minor illusion

1st level (4 slots): comprehend languages, expeditious retreat, feather fall

2nd level (3 slots): ice knife, magic weapon, see invisibility

Actions

Multiattack. The carrier makes two attacks with its greatsword or bite.

Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 8 (1d6 + 5) piercing plus 4 (1d8) radiant damage.

Longsword. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) slashing plus 4 (1d8) radiant damage.

Mighy Roar (Recharge 6). The leonal unleashes a roar in a 30-foot cone. Each creature in that line must make a DC 15 Constitution saving throw, taking 45 (10d8) thunder damage on a failed save, or half as much damage on a successful one.

Made by Sandmote from Giant in the Playground