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Cervidal

Cervidals are peaceful and slow to anger.

Basic Information

Anatomy

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. It has a 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.
Genetic Descendants
Related Ethnicities

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Cervidal

Medium celestial, neutral good
Armor Class 15 (Natural Armor)
Hit Points 26 4d8+8
Speed 50ft

STR
18 +4
DEX
17 +3
CON
15 +2
INT
12 +1
WIS
17 +3
CHA
16 +3

Saving Throws Dex +5, Wis +5
Skills Athletics +6, Medicine +5, Intimidation +5, Religion +3, Perception +5, Arcana +3
Damage Resistances cold, acid
Damage Immunities Lightning
Condition Immunities petrified
Senses Darkvision 60 ft., passive Perception 15
Languages All
Challenge 3


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.


Actions

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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