Size
Hero Forge: 11 ft. (XL)
Lore: Large (7'6")
Suggested: Large to Huge
Other Monikers
Horse guardinals
Abilities
- Brutal hoof-like kicks and punches
- Whinnying that stuns enemies
- Fast movement
- Lay on hands
- Speak with animals
- Innate spellcasting
Appearance
They resemble huge humans with some of the qualities of a draft horse. Their chests and shoulders’re of truly heroic proportions, and their long arms end in thick, iron-hard fingers that make a creditable hoof when curled in a fist. The equinal’s legs’re even more horselike, with a reversed knee and true horse’s hooves for feet. Its lower limbs are covered with short, bristly horsehair, and its face is long and narrow. A long, wild mane runs from the crest of their head down to the center of their backs.
Home Plane
Elysium
Stat Block
5th Edition:
- Planescape: Morte's Planar Parade (2023), copy-pasted in description
3.5e:
- Book of Exalted Deeds (2003)
2nd Edition:
Description
(from Planescape: Monstrous Compendium Appendix II - 1995):
Equinals are one of the two most common types of guardinals. They resemble huge humans with some of the qualities of a draft horse. Their chests and shoulders’re of truly heroic proportions, and their long arms end in thick, iron-hard fingers that make a creditable hoof when curled in a fist. The equinal’s legs’re even more horselike, with a reversed knee and true horse’s hooves for feet. Its lower limbs are covered with short, bristly horsehair, and its face is long and narrow. A long, wild mane runs from the crest of their head down to the center of their backs.
Equinals enjoy each other’s company and are more likely to be found together than other kinds of guardinals. Their home is the open fields and farmlands of Amoria, and they like to gather in small bands. (Call a group of equinals a “herd”, and a body’s likely to wake up with hoofprints where his nose used to be.) Equiinals enthusiastically embrace any cause that allows stand hoof-to-toe with evil and beat it senseless.
Combat: Equinals are strong - very strong. The typical equinal’s got the Strength of a stone giant (20), but an exceptional individual might be a shade stronger (21 or 22). In a fight, they disdain the use of weapons and wade in with a boxerlike routine of devastating jabs and uppercuts. A blow from an equinal’s fist can splinter stone or crumple plate armor like paper.
In addition to attacking with its powerful fists, an equinal can whinny once per turn. This piercing shriek can stun creatures of 4 HD or fewer, or deafen creatures of more than 4 HD, if they fail their saving throw versus spell. The effects last 1d6 rounds, and the whinny affects any nonequinal within 20 feet. Deafened creatures suffer a -1 penalty to surprise checks and have a 20% chance to miscast any spell with a verbal component.
An equinal also has the following spell-like powers, usable once per round: bless, command, fog cloud, light, and magic missile (3 missiles). Once per day equinals can create a wall of stone or use slow.
Equinals can be damaged by any magical weapon, regardless of its degree of enchantment, or any silver weapon.
Habitat/Society: Equinals often settle down in a favorite meadow or glen, living there for months at a time before moving on. They’re fond of athletic contests and games of skill, and while away many hours in such pasttimes. They’re good-natured creatures who welcome travelles, but they’re often a little too boisterous and a basher ought to be careful about joining in equinal games. Equinals love a good brawl, and never back down from a fight — not even when any addlecove can see the equinal’s outmatched.
In times of war, equinals are the heavy foot troops of Elysium. They’re tough, tenacious, and courageous; once a number of equinals have it in their heads to do something, they’ll make herculean efforts to achieve their objective. This can be a fault when equinals disregard new commands to doggedly pursue old ones to their conclusion.
(from Book of Exalted Deeds - 2003):
This creature resembles a human with some of the qualities of a draft horse. Its chest and shoulders are of heroic proportion, and its long arms end in thick, iron-hard fingers that make a creditable hoof when curled into a fist. Its legs are even more horselike, with a long foot ending in a true hoof. Its lower limbs are covered with short, bristly hair, and its face is long and narrow, with a long, wild mane running from the crest of its head down to the center of its back.
Along with cervidals, equinals are the most common guardinals. They are strong, boisterous, and generally good-natured champions of good.
Equinals stand just shy of 8 feet tall, but their chests are like barrels and they weigh 600 pounds or more. They speak Celestial and Common.
Combat: In combat, equinals disdain the use of weapons and wade into melee with their iron-hard fists. They embrace any reasonable opportunity to stand hoof-totoe with evil creatures and beat them senseless. They never back down from a fight, even when obviously outmatched.
An equinal’s natural weapons, as well as any weapons it wields, are treated as having the good alignment for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—aid (DC 14), command (DC 13), detect evil, detect magic, dimension door (DC 16), dispel magic, fog cloud, light, magic circle against evil (self only), magic missile, and see invisibility; 1/day—slow (DC 15) and wall of stone (DC 17). Caster level 6th. The save DCs are Charisma-based.
Whinny (Su): Once per hour, as a free action, an equinal can emit a piercing shriek that affects all nonguardinals in a 20-foot spread. Creatures with 4 HD or fewer are stunned for 1d6 rounds, while creatures with more than 4 HD are deafened for 1d6 rounds. A successful DC 16 Fortitude save negates either effect. This is a sonic effect. The save DC is Constitution-based.
Speak with Animals (Sp): An equinal can mentally communicate with animals as a free action. This works exactly like speak with animalsas cast by an 8th-level druid but does not require sound.
Lay on Hands (Su): This works just like the paladin’s ability, but the equinal can heal as much damage per day as its own undamaged hit point total.
VHARA, DUCHESS OF THE FIENDS:
Standing 15 feet tall, this statuesque woman has a horselike head, shoulders of heroic proportion, and long arms ending in thick, ironhard fingers that make creditable hooves when curled into fists. Her legs are even more horselike, with a long foot ending in a true hoof. Her face is long and narrow. A long, neatly groomed mane runs from the crest of her head down to the center of her back. She is both lovely and poised. Behind an aloof and somewhat domineering façade,
Vhara (VAHrah), the duchess of the equinals, hides a profoundly generous and emotional spirit. Her fellow Companions know that she takes her commitment to equinals and Elysium with absolute seriousness and that she privately weeps when confronted by suffering that she cannot herself allay.
Vhara adores flowers of all sorts and enjoys receiving bouquets as gifts. When not traveling with the other Companions on one of Talisid’s adventures, she dwells in a spacious manse on Amoria. Her manse, Sienna Rise, stands atop a hill surrounded by fields of flowers, and Vhara is seldom seen without a small troupe of doting servants, including a male half-elf bard with a small golden harp and a female elf sorcerer with a predilection for speaking in rhymes and riddles.
Combat: In battle, Vhara relentlessly smashes foes with her great hooves. Armor and weapons are beneath her. She tries to surround herself with as many enemies as possible before using her whinny ability and Whirlwind Attack feat.
Vhara’s natural weapons and any weapons she wields are treated as good-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—aid, command (DC 20), detect evil, detect magic, dimension door (DC 23), dispel magic, fog cloud, light, magic circle against evil (self only), magic missile, see invisibility; 1/day—slow (DC 22), wall of stone (DC 24). Caster level 20th. The save DCs are Charisma based.
Whinny (Su): Once per hour, as a free action, Vhara can emit a piercing shriek that affects all nonguardinals in a 20-foot-radius spread. Creatures with 30 HD or fewer are stunned for 1d6 rounds, while creatures with more than 30 HD are deafened for 1d6 rounds. A successful DC 34 Fortitude save negates either effect. This is a sonic effect. The save DC is Charisma-based.
(from Planescape: Morte's Planar Parade - 2023):
The horselike equinals are among the strongest of the guardinals. Equinals have long faces and crested manes, and their powerful, hocked legs carry them over great distances. These good-natured, boisterous Celestials boast their might in contests of strength and rarely back down from a challenge. Tough and courageous, they use their iron-hard fists to pound evil to a pulp. Equinals can also bellow a mighty shout that stops their foes in their tracks.
EQUINAL GUARDINAL (5e)
Large Celestial, Typically Neutral Good
Armor Class 15 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 50 ft.
STR 23 (+6) DEX 16 (+3) CON 17 (+3) INT 15 (+2) WIS 14 (+2) CHA 12 (+1)
Saving Throws: Str +9, Con +6
Skills: Athletics +9, Perception +5, Religion +5
Damage Resistances: radiant
Condition Immunities: charmed, frightened
Senses: passive Perception 15
Languages: Celestial, Common
Challenge 6 (2,300 XP) Proficiency Bonus +3
Headfirst Charge. If the equinal moves at least 30 feet in a straight line toward a creature and ends within 5 feet of it, that creature must succeed on a DC 17 Strength saving throw or take 14 (4d6) bludgeoning damage and have the prone condition.
Actions:
Multiattack. The equinal makes two Fist attacks.
Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 3 (1d6) radiant damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/180 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or have the prone condition.
Shout (Recharge 6). The equinal lets out a booming shout. Each creature within 30 feet of the equinal must succeed on a DC 14 Constitution saving throw or have the stunned condition until the end of the equinal’s next turn.
Sources
- AJ Pickett (youtube video)
- Planescape: Morte's Planar Parade (2023)
- Book of Exalted Deeds (2003)
- Planescape: Monstrous Compendium Appendix II (1995)