# Guardinal, Cervidal
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >slams: 1d4 (×2)
> >gore: 1d6 (×2)
> >Melee/Ranged: +8/+7
> >Secondary: +3/+2
> >Multiattack: +6/+5
> >M/R_PA: +6/+5
> >2nd/PA: +1/+0
> >MA_PA: +4/+3
> >Itterative: 1
> > xDmg:: Str: +4; Str2: +6; StrOH: +2; StrPA: +8; StrPA2H: +12; StrPAOH: +4
> > xDCs:: Str: 16; Dex: 15; Con: 14; Int: 13; Wis: 15; Cha: 15
> > xFeat:: 2/2 (0)
> > xClasSkil:: Acrobatics, Diplomacy, Heal, Intimidate, Perception, Sense Motive, Spellcraft
> > SaveDiff:: +/- 3
> > xLang:: 0/1 (1)
<div class="grid-container"><div class="MON">Cervidal</div>
<div class="CR">CR 3 (800 XP)</div>
<div class="SOU">Monster Manual 2</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
NG Medium Outsider (good, guardinal)
**Init** +3
**Perception** +10
#### defense
**AC** 19, 13 touch, 16 flat-footed (+2 armor, +3 Dex, +4 natural)
**hp** 28 (4d10+8)
**Fort** +3, **Refl** +7, **Will** +7
**Feint** 20, **Demoralize** 17
#### offense
**Speed** 50 ft.
**Melee** 2 slams +8 (1d4+4), gore +6 (1d4+2)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** horn powers
**Spell-Like Abilities** (CL 9th; Concentration +12)
> **At will**— bless, command, detect poison, light
> **1/day**— hold person, magic missile, suggestion
#### statistics
**Str** 18, **Dex** 17, **Con** 15, **Int** 12, **Wis** 17, **Cha** 16
**BAB** +4, **CMB** +6, **CMD** 19, **TA** +8, **RTA** +7
**Feats** [[Multiattack]], [[Power Attack]]
**Skills** Acrobatics +7 (+8 when jumping), Diplomacy +7, Heal +7, Intimidate +7, Perception +10, Sense Motive +10, Spellcraft +5
**Languages**
#### special abilities
### Horn Powers (Sp)
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. Caster level 20th; save DC 13 + spell level.