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Equinal Guardinal

Large celestial, Neutral Good

Armor Class 15 (natural armor)

Hit Points 93 (11d10 + 33)

Speed 50 ft.

STR 23 (+6)
DEX 16 (+3)
CON 17 (+3)
INT 15 (+2)
WIS 14 (+2)
CHA 12 (+1)

Saving Throws STR +9, CON +6

Skills Athletics +9, Perception +5, Religion +5

Damage Resistances radiant

Condition Immunities charmed, frightened

Senses passive Perception 15

Languages Celestial, Common

Challenge 6

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 5–6). 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.

Source

MPP, p. 33