# 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.