Shy, antlered guardinals who are slow to anger, cervidals carry antlers that cure poison, shatter illusions and hurl summoned fiends back where they came from.
Cervidals, the most numerous guardinals, are the folk of the gentle first layer of the blessed fields. They look somewhat like fauns or satyrs but far more regal: slender and strong, furred in short reddish brown that thins to show smooth golden skin on the chest, face and upper arms. Grand horns or antlers crown the head, the feet are small hard hooves, and the backs of the hands are hooflike, making solid clubs of their fists.
The most peaceful of guardinals, cervidals fight only when nothing else will work, but once committed they do not quit. They punch or kick twice and head-butt each round. With effective Strength 18 (no percentile), each fist deals 1d6+2, and the antlers count as a +3 weapon for attack and damage. A charge with lowered head deals double antler damage (2d12+3) but allows no hoof attacks that round.
Lacking the roar or whinny of their kin, they have three antler powers instead. Touching a creature harmed by poison, acid, tainted food or water, or a similar substance lets it immediately save again at +6. Contact with the antlers automatically dispels any illusion. An extraplanar, summoned or conjured creature the antlers wound must save vs. spell or be sent home, which cannot happen to a native of the current plane.
Light, bless, detect poison and command are at-will powers; daily they get one use each of hold person (one target), magic missile (two missiles) and suggestion. Any weapon can harm them.
Small family bands settle in a chosen patch of forest and seldom move, most members staying for life, leaving only to marry or to join a leonal's cause. With equinals they are the common people of the blessed fields, but far shyer, keeping to themselves and wary of outsiders. In war they serve as light infantry, skirmishers and auxiliaries, preferring maneuver and skill to bloody brawls. Even so, one-on-one they outmatch typical baatezu or tanar'ri soldiers, though fiendish hordes outnumber them.
More: Monsters starting with C · Planescape monsters · All monsters A-Z
Related: Avoral [Guardinal] · Equinal [Guardinal] · Guardinal Overview · Leonal [Guardinal] · Lupinal [Guardinal] · Ursinal [Guardinal]
| Climate/Terrain | Elysium |
|---|---|
| Frequency | Common |
| Organization | Family |
| Activity Cycle | Day |
| Diet | Herbivore |
| Intelligence | High (11-12) |
| Treasure | Incidental |
| Alignment | Neutral good |
| No. Appearing | 1 (2-5) |
| Armor Class | 2 |
| Movement | 18, Ju 3 |
| Hit Dice | 4+2 |
| THAC0 | 17 |
| No. of Attacks | 2 hooves and 1 butt |
| Damage/Attack | 1d6+2/1d6+2/1d12+3 |
| Special Attacks | Charge |
| Special Defenses | Negate poison or illusion |
| Magic Resistance | 20% |
| Size | M (5%' tall) |
| Morale | Elite (13- 14) |
| XP Value | 3,000 |