Equinal (CR 6)

Large Outsider (Extraplanar, Good, and Guardinal)
Alignment: Always neutral good
Initiative: +0; Senses: Listen +11 and Spot +11
Languages: Tongues SA


AC: 20 (-1 size, +11 natural), touch 9, flat-footed 20
Hit Dice: 6d8+18 (31 hp); DR: DR 10/evil or silver
Fort +8 (+12 against poison), Ref +5, Will +7
Speed: 60 ft.
Space: 10 ft./10 ft.
Base Attack +6; Grapple +15
Attack: Slam +10 melee (1d8+5)
Full Attack: 2 slams +10 melee
Damage: Slam 1d8+5
Special Attacks: Spell-like abilities, whinny
Abilities: Str 20, Dex 11, Con 16, Int 13, Wis 15, Cha 15
Special Qualities: guardinal subtype, immunity to electricity and petrification, lay on hands, resistance to acid 10 and cold 10, speak with animals, SR 18
Feats: Improved Overrun; Improved Sunder; Power Attack; Run
Skills: Balance +2, Concentration +12, Diplomacy +4, Hide +5, Knowledge (religion) +10, Knowledge (the planes) +10, Listen +11, Sense Motive +11, Spot +11, Survival +11 (+13 on other planes), Tumble +2, and jump +14
Advancement: 7-9 HD (Large); 10-18 HD (Huge)
Climate/Terrain: Blessed Fields of Elysium
Organization: Solitary or band (2-12)
Treasure/Possessions: No coins; double goods; standard items

Source: Book of Exalted Deeds

This creature resembles a human with some of the qualities of a draft horse. Its chest and shoulders are of heroic proportion, and its long arms end in thick, iron-hard fingers that make a creditable hoof when curled into a fist. Its legs are even more horselike, with a long foot ending in a true hoof. Its lower limbs are covered with short, bristly hair; and its face is long and narrow, with a long wild mane running from the crest of its head down to the center of its back.

Along with cervidals, equinals are the most common guardinals. They are strong, boisterous, and generally good-natured champions of good.

Equinals stand just shy of 8 feet tall, but their chests are like barrels and they weigh 600 pounds or more. They speak Celestial and Common.

Combat

In combat, equinals disdain the use of weapons and wade into melee with their iron-hard fists. They embrace any reasonable opportunity to stand hoof-to-toe with evil creatures and beat them senseless. They never back down from a fight, even when obviously outmatched.

An equinal's natural weapons, as well as any weapons it wields, are treated as having the good alignment for the purpose of overcoming damage reduction.

Spell-like Abilities: At will - aid (DC 14), command (DC 13), detect evil, detect magic, dimension door (DC 16), dispel magic, fog cloud, light, magic circle against evil (self only), magic missile, and see invisibility; 1/day - slow (DC 15) and wall of stone (DC 17). Caster level 6th. The save DCs are Charisma-based.

Whinny (Su): Once per hour, as a free action, an equinal can emit a piercing shriek that affects all nonguardinals in a 20-foot spread. Creatures with 4 HD or fewer are stunned for 1d6 rounds, while creatures with more than 4 HD are deafened for 1d6 rounds. A successful DC 16 Fortitude save negates either effect. This is a sonic effect. The save DC is Constitution-based.

Speak with Animals (Sp): An equinal can mentally communicate with animals as a free action. This works exactly like speak with animals as cast by an 8th-level druid but does not require sound.

Lay on Hands (Su): This works just like the paladin's ability, but the equinal can heal as much damage per day as its own undamaged hit point total.

Guardinal

Guardinals are the native outsiders of Elysium, the living embodiment of goodness. Guardinals are one of seven varieties: the avoral and leonal, the cervidal and lupinal, and the lowly musteval, the equinal, and the mighty ursinal.

The guardinals are staunch opponents of evil wherever it is found. Left untroubled on their home plane, guardinals are as peaceful as Elysium itself roaming its magnificent landscapes in small bands of companions. When evil threatens their home, however, the guardinals are as fierce as any archon, and numerous guardinals leave Elysium on righteous crusades to fight evil on the Material Plane or other realms.

Guardinals combine the features of handsome, noble humans and equally noble animals. Individuals vary in the degree to which the animal features dominate - some cervidals, for example, look like satyrs, while others seem almost human except for the curling horns on their heads. Guardinals who dwell on the Beastlands are the most animalistic, often moving about on all fours (which most other guardinals consider undignified).

Guardinals vary widely in their combat ability, from the small and weak mustevals to the mighty leonals. Ursinals are the real spellcasters of the guardinals, while lupinals value stealth and ambush. All guardinals prefer to subdue and incapacitate if necessary, but they readily kill evil outsiders, and other evil creatures if necessary.

Energy Resistance (Ex): Guardinals have resistance to acid 10 and cold 10.

Immunities: Guardinals are immune to electricity and petrification. They have a +4 racial bonus on saves against poison.

Speak with Animals (Sp): Guardinals can mentally communicate with animals as a free action. This works exactly like speak with animals as cast by an 8th-level druid but does not require sound.

Tongues (Su): Guardinals can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.