Monster
Equinal Guardinal
Outside your table’s allowed sources
Official reference · MPP · 2014
- Creature type
- Celestial
- Size
- Large
- Armor class
- 15 (natural armor)
- Hit points
- 93 (11d10 + 33)
- Speed
- Walk 50 ft.
- Challenge rating
- 6
- Alignment
- Neutral Good
- Strength
- 23
- Dexterity
- 16
- Constitution
- 17
- Intelligence
- 15
- Wisdom
- 14
- Charisma
- 12
- Passive Perception
- 15
- Saving Throws
- str: +9; con: +6
- Skills
- athletics: +9; perception: +5; religion: +5
- Languages
- Celestial, Common
- Resistances
- radiant
- Condition Immunities
- charmed, frightened
Traits
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.