Guardinal, Avoral

Medium Outsider (Extraplanar, Good, Guardinal) — CR 9

Monster Manual v.3.5 (MM), p. 141Updated 3.5

Guardinal, Avoral is a D&D 3.5 monster from MM, p. 141. CR 9, HD 7d8+35 (66 hp).

Hit Dice
7d8+35 (66 hp)
Initiative
+6
Speed
Land 40 ft
Armor Class
24, touch 16, flat-footed 18
Base Attack / Grapple
+7/+9
Attack
Claw +13 melee (2d6+2) or wing +13 melee (2d8+2)
Full Attack
2 claws +13 melee (2d6+2) or 2 wings +13 melee (2d8+2)
STR
15
DEX
23
CON
20
INT
15
WIS
16
CHA
16
Fort / Ref / Will
+10 / +11 / +8
Challenge Rating
9
Alignment
Always Neutral-Good
Organization
Solitary, pair, or squad (3–5)
Treasure
No coins; double goods; standard items
Environment
Blessed Fields of Elysium
Level Adjustment
Spell Resistance
25
Caster Level
8

Special Abilities

Fear AuraSpell-Like AbilitiesDamage ReductionDarkvisionImmunity to ElectricityImmunity to PetrificationLay on HandsLow-Light VisionResistance to ColdResistance to SonicSpeak with AnimalsTrue SeeingSpell Resistance

Feats

This creature has the body of a tall, muscular human, but with long, powerful wings instead of arms. The face is more human than avian, but the hair resembles a feathery cowl, and the eyes are bright gold. The legs have strong talons and feathery vanes.

Description

Guardinals are a celestial race native to the plane of Elysium. When at home, they are among the most peaceful of creatures, quick to laugh and slow to anger. They show a very different face when away from Elysium, however—they have no tolerance for evil and often rove the cosmos looking for evil to confront.

Guardinals speak Celestial, Infernal, and Draconic, but can speak with almost any creature, thanks to their tongues ability.

An avoral’s bones are strong but hollow, so even the largest specimens weigh no more than 120 pounds. An avoral is about 7 feet tall.

Each of an avoral’s wings has a small hand at the midpoint. When the wings are folded, these appendages are about where human hands would be and can do nearly anything hands can do.

An avoral’s visual acuity is virtually unmatched: It can see detail on objects up to 10 miles away and is said to be able to discern the color of a creature’s eyes at 200 paces.

Combat

On the ground, an avoral can lash out with its wings to deliver punishing blows. However, it prefers to meet its foes in the air, where it can employ its talons and make full use of its aerial speed and agility. It can’t make wing attacks while flying, however.

An avoral’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: At will—aid, blur (self only), command (DC 14), detect magic, dimension door, dispel magic, gust of wind (DC 15), hold person (DC 16), light, magic circle against evil (self only), magic missile, see invisibility; 3/day—lightning bolt (DC 16). Caster level 8th. The save DCs are Charisma-based.

Fear Aura (Su): Once per day an avoral can create an aura of fear in a 20-foot radius. It is otherwise identical with fear from an 8th-level caster (save DC 17). The save DC is Charisma-based.

Lay on Hands (Su): As the paladin class feature, except that each day, an avoral can heal an amount of damage equal to its full normal hit points.

Speak with Animals (Su): This ability works like speak with animals (caster level 8th) but is a free action and does not require sound.

True Seeing (Su): This ability is identical with true seeing (caster level 14th), except that it has personal range and the avoral must concentrate for 1 full round before it takes effect. Thereafter the ability remains in effect as long as the avoral concentrates on it.

Skills: An avoral’s sharp eyes give it a +8 racial bonus on Spot checks.