Cervidal
Basic Information
Anatomy
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Innate Spellcasting: The cervidal's Innate Spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The cervidal can innately cast the following Spells, requiring no material components: At will - bless, command, detect poison and disease, light 1/day - hold person, magic missile, suggestion Horn Powers: 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 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 the corresponding spells. Poison Resistance: Cervidal have advantages on all saving throws to avoid becoming poisoned.
Multiattack. A cervidal can charge and make two slam attacks. Charge: By moving at least 10 feet, a cervidal can lower its bead and charge an opponent, striking with its deadly horns. This tactic allows the cervidal to make a single butt attack. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 1d6 + 4 Butt. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 1d3 + 4
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