Size
Hero Forge: 8'6"-8'11" (XL)
Lore: Medium (5 ft.)
Suggested: Medium
Other Monikers
Stag guardinals, deer guardinals, ram guardinals, goat guardinals
Abilities
- Damaging charge attack with magic horns
- Touching horns/antlers can heal, cure poisons and disease, give bonus to saving throw, and banish extraplanar creatures
- Speak with animals
- Innate spellcasting
Appearance
Cervidals bear a passing resemblance to a faun or satyr, but are more regal in appearance. They’re slim but strong, and their bodies are covered in short, reddish-brown fur. Over their chests, faces, and upper arms the fur thins enough to reveal smooth, golden skin. A cervidal's head is crowned with magnificent horns or antlers, and his feet are small, hard hooves. The hands of a cervidal are backed by hooflike material, and make for effective bludgeons when closed in a fist, but their preferred weapons're their antlers.
Home Plane
Elysium
Stat Block
5th Edition:
- Homebrew stat block in description
3rd Edition:
2nd Edition:
Description
(from 3rd Edition Monster Manual II - 2001):
The most common of the guardinals of Elysium are the satyrlike cervidals. Their home, Amoria, is the uppermost layer of that plane. Cervidals take their guardianship of Amoria serioiusly and are rarely found elsewhere except in times of great need.
A cervidal’s body is slim, muscular, and covered with short, dark red fur. Aside from its regal bearing, the creature’s most striking feature is the pair of long, curved horns atop its head. A cervidal has hooves instead of feet, but its hands are like a human’s, except that the backs are protected by hard plates of horn. This allows it to use its hands as punching weapons to deliver effective slam attacks.
Cervidals are peaceful and slow to anger, but in times of need they form the bulk of any guardinal army. One on one, a cervidal is a match for any comparable baatezu or tanar’ri, but cervidals seldom have the luxury of fighting an equal number of opponents.
Combat: A cervidal’s horns are its favored weapon. It usually begins a fight by charging. Thereafter, it uses its slam and butt attacks to advantage in melee.
Charge (Ex): A cervidal can lower its head and charge an opponent, striking with its deadly horns. In addition to the normal benefits and hazards of a charge, this tactic allows the cervidal to make a single butt attack that deals 1d8+6 points of damage.
Spell-Like Abilities: At will—bless, command, detect poison, light; 1/day—hold person, magic missile, suggestion. Caster level 9th; save DC 13 + spell level.
Horn Powers (Su): A cervidal can deliver any of several effects by a touch of its horns. The horns can negate any poison or disease (as the spells neutralize poison and remove disease) in the creature touched, dispel an illusion (as a targeted dispel magic spell, except that it affects only spells of the Illusion school and is automatically successful), or dismiss (as a dismissalspell) a summoned, conjured, or extraplanar creature. Each of these horn powers can be used at will as a standard action. Except as noted, all these abilities function as the corresponding spells. Caster level 20th; save DC 13 + spell level.
Skills: Because of its powerful legs, a cervidal gains a +8 racial bonus on Jump checks.
(From Planescape: Monstrous Compendium Appdenix II - 1995):
Cervidals are the most common of the guardinals. They’re the people of Amoria, the uppermost layer of Elysium. In times of war, cervidals and equinals form the backbone of any guardinal army; one-on-one, they’re more than a match for the typical rank-and-file of a baatezu or tanar’ri force, even if they can’t rival the numbers of a fiendish horde. Cervidals are the most peaceful of the guardinals and the last to join a fight, seeking physical violence only when no other solutions present themselves. However, once they’re committed, cervidals won’t be the first to walk away.
Cervidals bear a passing resemblance to a faun or satyr, but are more regal in appearance. They’re slim but strong, and their bodies are covered in short, reddish-brown fur. Over their chests, faces, and upper arms the fur thins enough to reveal smooth, golden skin. A cervidal's head is crowned with magnificent horns or antlers, and his feet are small, hard hooves. The hands of a cervidal are backed by hooflike material, and make for effective bludgeons when closed in a fist, but their preferred weapons’re their antlers.
Combat: Cervidals attack with two punches or kicks and a head-butt. Their effective Strength is an 18 (no percentage score), and they inflict 1d6+2 points of damage with their hard hooflike fists. The cervidals’ remarkable antlers are the equivalent of a +3 weapon for both hit probability and damage.
A cervidal’ll usually begin a fight by launching a determined charge, head lowered, that inflicts double antler damage (2d12+3) if it hits, although it can’t attack with its hooves in the same round.
Unlike the other guardinals, cervidals don’t have a special magical attack such as a whinny or roar. However, they do have three unusual abilities. First of all, the touch of a cervidal’s antlers instantly negates the ill effects of anry kind of poison or harmful substance such as acid or contamlnated food or water. By touching an affected creature with its antlers, the cervidal gives it a chance to immediately attempt one additional saving throw with a +6 bonus. Illusions of any type’re dispelled automatically by contact with the cervidal�s antlers. Lastly, any summoned, conjured, or extraplanar creature wounded by a cervidal’s antlers must survive an immediate saving throw versus spell or be returned to wherever it came from. (Of course, if the creature’s native to the plane the cervidal’s currently on, it’s not extraplanar!)
In addition to the power of its antlers, cervidals can use the following spell-like abilities at will: bless, command, detect poison, and light. Once per day they can hold person (one target only), cast a magic missile (two missiles), or use suggestion. Cervidals can be damaged by any weapon.
Habitat/Society: Cervidals gather in small family bands in the forests and woodlands of Elysium. They typically select one area as their home and remain there, rarely moving or wandering away. Most cervidals remain with the same family group for their entire lives, leaving only to find a mate or to enlist in a leonal’s cause.
Along with equinals, cervidals are the commoners of Elysium, but they’re much shyer and more reclusive than their boisterous kin. They pefer to keep their own company and don’t welcome strangers. In times of war, cervidals are light infantry, skirmishers, and auxiliaries. They’d rather fight a war of maneuver and skill than participate in a bloody slugfest.
From Book of Exalted Deeds (2003):
MANATH, THE HORNED DUKE:
A 6-foot-tall figure stands before you, his head crowned with a magnificent set of curved ram’s horns. His shaggy fur varies in color from red to gold to autumn yellow on his bare chest, and his large cloven feet are ash-black in color. A wry yet endearing smile plays across his wise face.
Manath (man-ATH) is the newest member of the Five Companions, only recently replacing the curmudgeonly Duke Rhanok. The new duke of the cervidals feels he has much to learn from Talisid and the other Companions, but if he has any doubts about his ability to stand in Rhanok’s hoofprints, he isn’t showing them. Manath has brought a keen wit and sense of fun to the Companions, charming the others with his colloquial manner and prancing tongue.
Combat: Although fearless in combat, Manath prefers to resolve disputes peacefully, using friendly jokes instead of weapons to disarm opponents. When charm and diplomacy fail, he brings his horns and hooves to bear.
Manath’s natural weapons and any weapons he wields are treated as goodaligned for the purpose of overcoming damage reduction.
Powerful Charge (Ex): Manath can lower his head and charge an opponent, striking with his deadly horns. In addition to the normal benefits and hazards of a charge, this tactic allows him to make a single gore attack that deals 2d6+16 points of damage.
Spell-Like Abilities: At will— bless, command (DC 20), detect poison, light; 1/day—hold person (DC 21), magic missile, suggestion (DC 22). Caster level 20th. The save DCs are Charisma-based.
Horn Powers (Su): Manath can deliver any of several effects by a touch of his horns. He can negate any disease or poison (as the spells neutralize poison and remove disease) in the creature touched, dispel an illusion (as a targeted dispel magic spell, except that it affects only spells of the Illusion school and is automatically successful), or dismiss (as a dismissal spell) a summoned, conjured, or extraplanar creature. Each of these horn powers can be used at will as a standard action. Except as noted, all these abilities function as their corresponding levels. Caster level 20th; save DC 19 + spell level.
CERVIDAL GUARDINAL (5e homebrew)
Armor Class 17 (Natural Armor)
Hit Points 78 (12d8 + 24)
Speed 40 ft.
STR 18 (+4), DEX 20 (+5), CON 16 (+3), INT 12 (+1), WIS 15 (+2), CHA 16 (+3)
Saving Throws: DEX +9, CON +8, STR +5, WIS +5
Skills: Athletics +8, Acrobatics +9, Perception +5, Persuasion +6
Resistances: Acid, Cold, Force, Poison
Immunities: Lightning, Petrified
Senses: Darkvision 60 ft., Passive Perception 15
Languages: Celestial, Common, Cervidal
Challenge 7 (2,900 XP)
Banishing Antlers. When the cervidal hits a creature with its ram attack, if the creature is not native to the plane of existence the cervidal is on, it must immediately make a DC 17 charisma saving throw or be banished to its home plane, as per the spell. If the cervidal maintains concentration for the spell's duration (1 minute), the banished target does not return.
Blessed Antlers. As an action, the cervidal can touch one creature or object with its celestial antlers to cure all poisons affecting that creature, or purify food or drink (as per the spell). While a non-cervidal creature is touching the cervidal's antlers, the cervidal can grant advantage to all the creature's saving throws, as long as the cervidal doesn't move or attack on its turn.
Lay on Hands. The cervidal has a pool of 25 hit points that it can use, as an action, to heal a creature, up to the maximum amount remaining in the pool. Alternatively, the cervidal can expend 5 hit points from its pool of healing to cure the target of one disease or neutralize one poison affecting it. The cervidal can cure multiple diseases and poisons with a single use of Lay on Hands, expending Hit Points separately for each one. The pool replenishes after a long rest, and has no effect on Undead of Constructs.
Celestial Weapons. The cervidal's weapons and natural attacks are considered magic weapons.
Ramming Charge. If the cervidal moves at least 20 feet straight towards a creature and hits it with a ram attack on the same turn, the attack is an automatic critical hit, and that target must succeed on a DC 17 strength saving throw or be knocked prone.
Innate Spellcasting. The cervidal's spellcasting ability is Charisma (spell save DC 16). The cervidal can innately cast the following spells, requiring only verbal components:
At will: bless, command, detect evil and good, detect poison, dimension door, dispel magic, light, protection from evil and good, see invisibility, speak with animals.
1/day each: hold person, magic missile (3 missiles), suggestion.
Magic Resistance. The cervidal has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The cervidal makes two attacks: one with its rapier, and one with its ram. If unarmed, the cervidal attacks with its hooves instead.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.
Sources
- AJ Pickett (youtube video)
- 3rd Edition Monster Manual II (2001)
- Book of Exalted Deeds (2003)
- Planescape: Monstrous Compendium Appendix II (1995)