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Equinal Guardinal in Dungeons & Dragons 5e

Planescape: Adventures in the Multiverse • Morte’s Planar Parade

Equinal Guardinal CR: 6

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 Rating: 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.

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.


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