Guardinal

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Dungeons & Dragons, despite having a diverse array of demons and devils to fill the ranks of its evil extraplanar monsters list, has always struggled to make meaningful entries into its list for the opposing team. Perhaps in no small part because of the game's reputation as a refuge for murderhobos? Regardless, to fill the obligatory slot for Neutral Good angels, D&D has traditionally relied upon the Guardinals, a race of benevolent outsiders who just so happen to appear as a melding of man and beast, usually making use of some positive symbolism related to the animal.

Needless to say, Guardinals get a lot of mockery as being, essentially, "furry angels". Making matters worse, D&D artwork for Guardinals traditionally goes in the direction of... well, let's be honest: fucking ugly. If they had to make furry angels, they might have been better off getting actual furries to do the artwork; at least they might have looked somewhat decent.

Guardinals first appeared in the Blood Wars card game way back in 1995, and then made the jump over to the Planescape Monstrous Compendium Appendix II in the same year. They went on to be further detailed in 1999's Warriors of Heaven, which even presented them all as playable PC races (which certainly didn't do the aasimar any favors). After that, they slowly migrated over to 3rd edition, scattered across several sourcebooks; the Monster Manual 1 and 2, Manual of the Planes, and Book of Exalted Deeds.

The Guardinals are ruled by a group of Patrons - basically epic level demigod members of their race - most known for their brodom with each other, to the point it's implied they're basically an epic tier Good-aligned adventuring party.

According to Warriors of Heaven, the actual degree of man to beast is something that varies between individual guardinals - one may look like a beastfolk, another might look like a kemonomimi. Also, despite common Prime misconceptions, guardinals are not some kind of ascended animal spirit, or even immortal; they are a long-lived and highly magical but "natural" race that happens to live on Elysium, where baby guardinals are born to guardinal parents and then grow up to fit into guardinal society. Being generally even-tempered and staunchly Neutral on the Law vs. Chaos dispute, guardinals are respected by other celestials as natural diplomats and mediators for interplanar disputes. They are also, ironically, some of the most actively driven to battle evil, and can freely leave their planar realm to pursue this goal.

Unlike Aasimon or Archons, guardinals do not have an in-built hierarchy; as such, guardinal PCs treat their guardinal type as their race and won't change type as they level up - they just get better at whatever classes they have, like a normal PC.

After vanishing for 4th and 5th edition, the 5.5 release trailer revealed that they would be revived in a new identity as the Ardlings, a playable race that would be part of the new 5.5 Player's Handbook and intended to displace the Aasimar as the traditional "goodly counterpart" to the Tiefling. Their words, not ours!

After overwhelming negative response from a united front of the anti-furry lobby, the "people who already liked aasimar and didn't want to see them replaced by something else under dubious reasoning, again" crowd, and the "people who liked the old alignment-based celestials and didn't want all hope they'd ever return to die as they're forced to watch them turned into a PC race, again" folks, the Ardlings appear to have been dropped from the 5.5 update... for now.

In AD&D, all Guardinal PCs, regardless of specific race, have these unique powers on top of their own racial powers:

At-Will Spell-like Abilities: Detect Illusion, Detect Evil (100ft radius), Detect Invisibility, Dimension Door, Dispel Magic, Infravision, Protection from Evil 10' Radius.
Can Lay on Hands like a Paladin, curing HP equal to the guardinal's own HP total per day.
Immunity to Electricity.
50% resistance to Cold, Gas, Poison and Magic Missile.
Guardinals vulnerable to non-magical weapons take half damage from iron weapons.
Guardinals immune to non-magical weapons take no damage from iron weapons, even enchanted ones.
All guardinals take full damage from silver weapons, regardless of enchantment status.
Normal, nonmagical animals and giant versions thereof will never attack guardinals, even under magical compulsion.
Guardinals can communicate telepathically with intelligent, nonmonstrous creatures and natural creatures of any kind.
Guardinals can depart from Elysium at-will, entering the Astral Plane, the Outlands, the Beastlands or the first layer of Bytopia.

Avoral[edit]

Bird-based avian angels, the avorals hold the honor of being both the first guardianal to make the transition to 3rd edition and the one to make the most appearances in 3e in general (Monster Manual 3e and 3.5, Savage Species, Planar Handbook), the only one to receive attention as a player race, and for going through the most Patrons between sourcebooks - from Duke Windheir in the Blood Wars card game to Zvestra in the Warriors of Heaven splatbook to Duchess Sathia in the Book of Exalted Deeds. Avorals make up the scouts of the guardinal forces, using their flight and keen eyesight. They are perhaps best known for being one of the most fucking ugly guardinals of all.

Sathia the Sky Duchess is a CR 26 celestial best known for serving as a patron & muse to painters and sculpters, with a keen eye for artwork.

Ability Score Minimum/Maximum: Strength 9/18, Dexterity 10/19, Constitution 9/18, Intelligence 12/19, Wisdom 6/17, Charisma 9/18
Ability Score Adjustments: +1 Intelligence, +1 Dexterity, -1 Wisdom
Class & Level Limits: Fighter 10, Ranger 12, Mage 12, Cleric 10
Multiclass Options: Fighter/Mage, Fighter/Cleric, Mage/Cleric, Ranger/Mage, Fighter/Mage/Cleric
Base Armor Class: 3
Favored Nonweapon Proficiencies: Fishing, Healing, Herbalism, Hunting, Planar Sense, Religion, Spellcraft, and Tracking.
Bonus Nonweapon Proficiencies: Planar Direction Sense, Planar Survival (Elysium)
Special Benefits:
When flying, an avoral can strike with two talon attacks, doing 2d6 per attack; if both attacks hit a sufficiently small target (weight is no greater than twice the avoral's weight plus 60 pounds), the avoral can hoist the victim aloft into the air, immediately rising 60 feet in the same round. Whilst carrying a victim, an avoral can rise 120 feet per round. Victims can escape their clutch with a successful Strength check or Save Vs. Paralyzation.
When on the ground, an avoral can make two wing buffet attacks (1d8 damage each) per round.
An avoral that dives 100 feet or more to attack a ground-based target with their talons gains a +2 attack roll bonus and deals double damage with each successful talon hit. After making a dive attack, it takes 1 round of climbing and circling back before the avoral can make another.
An avoral's sight can make out small details from up to 10 miles away.
By concentrating for 1 round, an avoral gains True Seeing (100ft range).
Avorals gain a cumulative Magic Resistance 5% per level, to a maximum of MR 60%.
Avorals are immune to weapons that aren't either silvered or +1 or better.
Avorals gain the following Spell-Like Abilities as they level up. Unless specified otherwise, each SLA can be used at-will, but only 1/round.
  • 2nd Level: Command, Light, Magic Missile (2 missiles).
  • 3rd Level: Fear (20ft radius) 1/day. Targets initially gain a +2 bonus to their saves vs. fear, but the avoral inflicts a -1 penalty to the save for every 2 levels they have.
  • 4th level: Blur, Magic Missile SLA now generates 3 missiles.
  • 6th level: Gust of Wind, Hold Person, Magic Missile SLA now generates 4 missiles.
  • 8th Level: Lightning Bolt (8d6 damage) 1/day.
  • 10th level: Summon a flock of 1d100 birds 1/day. The birds arrive within 1d4 rounds and will remain until slain or the avoral no longer needs assistance.
  • 12th level: The avoral can shapechange into any nonmagical bird, including giant specimens. In this form, the avoral retains its own armor class, Hit Points, THAC0 and special immunities, and can still use its SLAs, but it cannot use its Cleric or Wizard class spells, if any.
Special Hindrances:
Avorals are averse to crowds, suffering a -2 penalty to reaction rolls in crowded places.
Avorals are claustrophobic, suffering a -4 attack enalty and +2 AC penalty in underground or contained areas.
Avorals cannot fly in areas that are too narrow for their 20ft wingspan.

Cervidal[edit]

The satyr-like cervidals are said to make up the bulk of the guardinal "armies", being the closest things they have to professional soldiers. Despite this, they didn't make it into 3rd edition until the Monster Manual 2.

Manath, the Horned Duke, is the second Cervidal Patron to be named in Planescape lore thus far, having taken over from Lord Rhanok (who had the job in AD&D and his own card). The in-universe newest member of the team, he's only CR 20 and feels he has much to learn about his new role, though if he's intimidated at the prospect, he certainly doesn't act it. He's certainly nothing like his curmudgeonly predecessor, which his partners appreciate.

Ability Score Minimum/Maximum: Strength 14/19, Dexterity 12/19, Constitution 6/18, Intelligence 5/17, Wisdom 6/18, Charisma 8/18
Ability Score Adjustments: +1 Strength, +1 Dexterity, -1 Intelligence
Class & Level Limits: Fighter 9, Ranger 9, Mage 12, Cleric 12, Druid 12, Thief 9, Bard 12
Multiclass Options: Fighter/Mage, Fighter/Cleric, Fighter/Thief, Fighter/Bard, Ranger/Mage, Ranger/Thief, Ranger/Bard, Mage/Cleric, Mage/Druid, Mage/Thief, Cleric/Thief, Cleric/Bard, Druid/Bard
Base Armor Class: 4
Favored Nonweapon Proficiencies: Agriculture, Armorer, Blacksmithing, Brewing, Cooking, Dancing, Fishing, Healing, herbalism, Jumping, Musical Instrument, Planar Sense, Religion, Spellcraft, Swiming, Tracking, and Weapon-smithing.
Bonus Nonweapon Proficiencies: Planar Direction Sense, Planar Survival (Elysium)
Special Benefits:
Natural Weapons: Cervidals can make two unarmed strikes (a punch or kick that does 1d6 + Str bonus damage) and a head-butt (1d12+3 damage) in a round.
A cervidal can charge a foe 60 feet away to make a powered up headbutt attack that does 2d12+3 damage if it hits.
A cervidal's head-butt and charge attacks hit as a +3 weapon, due to their magical horns.
A cervidal's enchanted horns can instantly dispel illusions if touched to them, and likewise can grant another creature (not the cervidal they are attached to) a saving throw with a +6 bonus to fight off the ill effects of harmful substances such as poison, acid or disease.
Any summoned, conjured or extraplanar creature wounded by a cervidal's horns must make a successful Save vs Spell or be banished back to their native plane. This does not work when fighting extraplanar creatures on their home plane.
Cervidals gain a cumulative Magic Resistance 5% per level, to a maximum of MR 40%.
Cervidals gain the following Spell-Like Abilities and other bonuses as they level up. Unless specified otherwise, each SLA can be used at-will, but only 1/round.
  • 2nd Level: Bless, Command, Detect Poison, and Light. Can also cast Magic Missile (1 miissile) 1/day.
  • 3rd Level: Can cast Hold Person (1 target) 1/day. Magic Missile SLA now generates 2 missiles.
  • 4th Level: Suggestion 1/day.
  • 5th Level: Magic Missile SLA now generates 3 missiles. Gains a bonus nonweapon proficiency.
  • 6th Level: Can cast Protection from Normal Missiles on themselves or a non-Evil creature 1/day. This can be done 2/day at 7th level, and 3/day at 8th level.
  • 9th Level: Can cast Haste or Slow on themselves or another creature 1/day. A Cervidal's Haste does not have the aging penalty.
Special Hindrances:
Cervidals are naturally pacifistic, so a cervidal PC who initiates combat with another creature or strikes the first blow gains no EXP for that encounter.
Cervidals off of Elysium suffer a +2 reaction penalty when dealing with non-celestial races.
Cervidals have no resistance to nonmagical weapons.

Equinal[edit]

One of the last races to make the edition jump, not appearing until the Book of Exalted Deeds, the equinals are big, good-natured boisterous bruisers who like testing their strength and bashing evil-doers upside the head. They had to wait until the Book of Exalted Deeds to get an appearance in 3rd edition.

As with the Cervidals, their original Patron was lost with the edition change, Lord Hwhyn being replaced by Vhara, the Duchess of the Fields; a 15ft tall CR 24 female equinal who adores flowers (especially gifted bouquets) and hides a generous, emotional nature behind a facade of being aloof and somewhat domineering. Despite this, she's a skillful brawler who can easily tear through small armies of evil humanoids with her bare hands. Hooves. Whatever.

Ability Score Minimum/Maximum: Strength 18/22, Dexterity 9/18, Constitution 9/18, Intelligence 9/18, Wisdom 6/17, Charisma 8/17
Ability Score Adjustments: +4 Strength, -1 Wisdom, -1 Charisma
Class & Level Limits: Fighter 12, Ranger 10, Cleric 11, Druid 9
Multiclass Options: Fighter/Cleric
Base Armor Class: 3
Favored Nonweapon Proficiencies: Armorer, Blascksmithing, Cooking, Healing, Herbalism, PLanar Direction Sense, Planar Direction Sense, Planar Sense, Religion, Running, Swimming, Tracking, Weaponsmithing.
Bonus Nonweapon Proficiencies: Endurance, Planar Survival (Elysium)
Special Benefits:
An equinal gains +3 hit points at 1st level.
Equinals can only be struck by enchanted (+1 or higher) or silver weapons.
Equinals begin play with Magic Resistance 5%, and gain +10% at every third level afterwards (4, 7, 10, 13), maxing out at Magic Resistance 45% t 13th level.
An equinal can make two hoof-strike attacks each round, dealing 1d8 + Str bonus damage. Foes struck by a hoof-strike must make a Save vs. Crushing Blow for their armor or shield (whichever took the hit), gaining a +1 bonus for each "magical plus" in the case of enchanted gear. If the save is failed, a magical shield or magical armor loses one "plus" of its defensive bonus; if reduced to 0 pluses, it becomes a mundane item. A mundane shield that fails this save is destroyed, whilst mundane armor loses 1 point of AC protection.
Once per turn, an equinal can make a Whinny attack in addition to its normal attacks. This piercing shriek forces all non-equinals within 20ft to make a Save vs. Spell (+2 bonus if the equinal is 1st-4th level, no modifier if the equinal is 5th-8th level, -2 penalty if the equinal is 9th level or higher). If the save is failed, a creature with 4 Hit Dice or lower is Stunned for 1d6 rounds, whilst a creature with 5 or higher Hit Dice is instead Deafened for 1d6 rounds.
Equinals gain the following Spell-Like Abilities and other bonuses as they level up. Unless specified otherwise, each SLA can be used at-will, but only 1/round.
  • 2nd Level: Bless, Command, Light, Magic Missile (1 missile).
  • 4th Level: Fog Cloud, Magic Missile SLA now generates 2 missiles.
  • 6th Level: Slow 1/day, Wall of Stone 1/day, Magic Missile SLA now generates 3 missiles.
  • 8th Level: Summon Insects 1/day, Repel Insects 1/day
Special Disadvantages:
Equinals are aggressive by nature, and live to fight. They cannot voluntarily leave an unwon battle unless they first pass a Save vs. Spell with a -2 penalty.
Equinal aggression gives them a -4 penalty to saves against Taunt effects (though this decreases to -2 for those with levels in Cleric or Druid). Even mundane insults force an equinal to make a Save vs. Spell (no penalty) to not get pissed off and attack the mocker.
Equinals take damage as Large-sized creatures.

Leonal[edit]

Essentially a race of leonic paladins, leonals are the unofficial leaders of all guardinals, and so their Prince, Talisid the Celestial Lion, has been in charge of them all since he first appeared in Blood Wars. In fact, he's so prominent and powerful - CR 30! - that the band of Guardinal Patrons are officially known as "Talisid and the Five Companions".

Leonals first appeared in the Manual of Planes for 3e, but were reprinted alongside their avoral buddies in the 3.5 Monster Manual.

Ability Score Minimum/Maximum: Strength 15/21, Dexterity 13/19, Constitution 12/18, Intelligence 13/18, Wisdom 13/18, Charisma 15/20
Ability Score Adjustments: +3 Strength, +2 Charisma, +1 Dexterity
Class & Level Limits: Fighter 24, Ranger 18, Mage 18, Cleric 18
Base Armor Class: -2
Favored Nonweapon Proficiencies: Ancient History, Animal Lore, Animal Training, Endurance, Engineering, Etiquette, Local History, Mountaineering, Planar Direction Sense, Planar Sense, Portal Sense, Reading/Writing, Religion, Spellcraft, Survival, Swimming.
Bonus Nonweapon Proficiencies: Planar Survival (Elysium), Running
Special Benefits:
Leonals add their exceptional Dexterity bonus adjustment to defense to initiative rolls as well.
Leonals gain +2 hit points at 1st level.
Leonals can make three natural attacks per round; two Claw Strikes (2d4+Str bonus), and one Bite (1d8).
Leonals can dodge missiles and missilelike magical attacks, including thrown weapons, by making a successful Save vs. Paralyzation.
Leonals can't be surprised.
A leonal can issue a Roar attack 3/day. This magical attack affects a 60' long, 20' wide cone with the equivalent of a Holy Word spell, plus 2d6 damage (increasing to 2d8 at 5th level, 2d10 at 9th level, 2d12 at 14th level, and 2d20 at 21st level), plus Save vs. Spell or be Deafened for 1 day. Additionally, when the leonal roars, all Evil creatures within 200 yards must Save vs. Spell or be stricken with Fear for 2d6 rounds. Targets of either effect have their saving throw modified by the leonal's level; +4 at 1st level, +2 at 5th level, +0 at 9th level, -2 at 14th level, -4 at 18th level, and -8 at 22nd level.
Leonals are permanently surrounded by a double-strength, 20ft radius Protection from Evil aura.
Leonals begin play with Magic Resistance 10%, and gain +10% MR at every 3rd level, to a maximum of MR 80%.
Leonals can only be harmed by silver or enchanted weapons. Whilst initially they can be harmed by +1 weapons, the requirement to hit them increases by +1 at every 4th level after 1st, maxing out at requiring +4 weapons at 16th level.
At 15th level, the leonal gains followers in the form of 1d6 6th level equionals or 1d4 8th level lupinals. These followers are absolutely loyal; they never check morale and are immune to all forms of magical influence or compulsion.
At 18th level, the leonal can either become one of Prince Talisid's counsel or gain the ability to summon a counsel of 1d3 12th level leonals for advice.
At 21st level, the leonal can challenge Prince Talisid for the rite to rule over all guardinals.
Leonals gain the following Spell-Like Abilities and other bonuses as they level up. Unless specified otherwise, each SLA can be used at-will, but only 1/round.
  • 1st Level: Magic Missile (1 missile).
  • 3rd Level: ESP, Know Alignment, Magic Missile SLA now generates 2 missiles.
  • 5th Level: Continual Light, Fireball, Cure Disease 1/day, Magic Missile SLA now generates 3 missiles.
  • 7th Level: Polymorph Self, Cure Disease OR Neutralize Poison 1/day, Magic Missile SLA now generates 4 missiles.
  • 9th Level: Wall of Force, Cure Disease 1/day OR Neutralize Poison OR Cure Critical Wounds 1/day, Magic Missile SLA now generates 5 missiles.
  • 11th Level: Cure Disease 1/day OR Neutralize Poison OR Cure Critical Wounds 2/day
  • 13th Level: Cure Disease 1/day OR Neutralize Poison OR Cure Critical Wounds 3/day, Heal 1/day, Wish 1/year for another creature - but only if the wish serves the greater good.
Special Disadvantages: Leonals are obligated to uphold a code of righteousness, honor, nobility and courage, similarly to paladins. They must never lie, cheat, run from battle, attack without due cause, take advantage of the weak, show fear, or refuse or ignore a good-aligned creature in need. A leonal who succumbs to fear loses their ability to Roar. A leonal who shirks their responsibilities loses some to all of their magical powers, based on the severity of the offense. Leonals who perform malicious acts lose their followers (if any) and all innate magical abilities. These punishments all last until the leonal atones.

Lupinal[edit]

Angelic wolf-people who constantly hunt down evil. Like the cervidals, despite their commonness amongst the Upper Planes, they didn't appear until the Monster Manual II.

Their Patron, Duke Lucan, was replaced by Kharash the Stalker in 3.5, a CR 22 monster who's essentially a good-aligned assassin/ranger multiclassed character.

Ability Score Minimum/Maximum: Strength 14/19, Dexterity 14/19, Constitution 9/18, Intelligence 11/18, Wisdom 6/17, Charisma 9/18
Ability Score Adjustments: +1 Strength, +1 Dexterity, -1 Wisdom
Class & Level Limits: Fighter 18, Ranger 15, Thief 18, Bard 15
Multiclass Options: Fighter/Thief, Fighter/Bard, Ranger/Thief, Ranger/Bard
Base Armor Class: 2
Favored Nonweapon Proficiencies: Animal Lore, Animal Training, Appraising, Blind-fighting, Endurance, Fire-building, Jumping, Tumbling, Planar Direction Sense, Planar Sense, Planar Survival (Elysium), Running, Set Snares, Survival, Swimming, Weaponsmithing.
Bonus Nonweapon Proficiencies: Hunting, Tracking
Special Benefits:
Lupinals add their exceptional Dexterity bonus adjustment to defense to initiative rolls as well.
Lupinals gain +1 hit point at 1st level.
Lupinals can dodge nonmagical missiles by making a successful Save vs. Paralyzation.
Lupinals can make three natural attacks per round; two Claw strikes (1d4 + Str bonus), and one Bite (2d6 damage). If a lupinal's bite hits by a margin of 4+, the target must Save vs. Death Magic or be seized and dragged to the ground, where they will take automatic bite damage each round until unconscious, dead, or released.
A lupinal can utter a howl that forces all Evil creatures within 100 yards to Save vs. Spell or be struck by fear. The targets get a modifier based on the lupinal's level; +2 at 1st level, +1 at 4th level, +0 at 7th level, -1 at 10th level, -2 at 13th level, and -4 at 16th level.
A lupinal can only be struck by enchanted or silver weapons. Initially, a +1 weapon is required to harm a lupinal, but from 5th level, a +2 or better weapon is needed.
Lupinals gain +5% Magic Resistance starting from 2nd level at every second level (so 2nd, 4th, 6th, 8th and 10th), maxing out at 45% Magic Resistance at 10th level.
From 12th level, a lupinal can Dominate (as per the wizard spell) any non-undead lupine or partly lupine creature that meets their gaze, regardles of intelligence and disposition. This includes magical wolf monsters like Worgs and Winter Wolves, Dire Wolves, and lupine therianthropes.
From 15th level, a lupinal can afflict an intelligent creature which meets the lupinal's gaze with a Feeblemind effect (as per the wizard spell) for 1d4 rounds.
Lupinals gain the following Spell-Like Abilities and other bonuses as they level up. Unless specified otherwise, each SLA can be used at-will, but only 1/round.
  • 1st Level: Change Self 1/round, Magic Missile (1 missile) 3/day.
  • 3rd Level: Blur 1/round, Darkness 15' Radius 1/round, Magic Missile SLA now generates 2 missiles.
  • 5th Level: Blink, Wraithform, Fly (MV 30', MC A) for 3 turns 3/day, Cure Disease 1/day, Magic Missile SLA now generates 3 missiles.
  • 7th Level: Cure Serious Wounds 3/day, Cure Disease or Neutralize Poison 1/day, Fly no longer has a 3 turn limit, Magic Missile SLA now generates 4 missiles.
  • 9th Level: Cone of Cold (8d4+8 damage, 40' long, 10' wide) 3/day.
Special Disadvantages:
Due to their appearance and vulnerability to silver, lupinals risk being mistaken for werewolves by overzealous or undereducated hunters on the Prime Material.
Actual werewolves and other lupine therianthropes all hate lupinals and attack them on sigh.
+4 reaction penalty with humans and demihumans.
A lupinal in an urban setting is easily noticed, suffering a -50% penalty to their Hide in Shadows and Move Silently abilities.

Musteval[edit]

A race newly added to the guardinal ranks in the Book of Exalted Deeds, their newcomer status is lampshaded by noting that "The Companions" have never had any Musteval Patrons in their ranks, but they're sure that'll change soon. The smallest of all guardinals at only 2ft tall, these humanoid ferrets are essentially an entire race of golden-hearted rogues.

They reappeared in 5th edition's Planescape set, but they were changed to look like mice instead of ferrets. Who knows why.

Ursinal[edit]

Bearlike guardinals whose benevolent wisdom leads to them serving as the scholars, philosophers and record-keepers of Elysium in general and the guardinals in particular. They are still 8ft tall bear-people and more than capable of slapping you upside the head if you're an evil prick, however.

Originally lead by Duchess Callisto, she was replaced in the Book of Exalted Deeds - the race's first reappearance in 3rd edition - by Bharrai, the Great Bear. An 18 foot tall, near max-level wizard with god-like intelligence and a bevvy of other powers that make her Challenge Rating 28.

Ability Score Minimum/Maximum: Strength 16/20, Dexterity 6/16, Constitution 9/18, Intelligence 15/20, Wisdom 6/18, Charisma 11/18
Ability Score Adjustments: +2 Strength, +2 Intelligence, -2 Dexterity
Class & Level Limits: Wizard (Mage or Specialist) 21, Cleric 18, Bard 15
Multiclass Options: Mage/Cleric, Cleric/Bard
Base Armor Class: -2
Favored Nonweapon Proficiencies: Ancient History, Ancient Languages, Animal Lore, Appraising, Artistic Ability, Etiquette, Gem Ctting, Healing, Herbalism, Local History, Planar Direction Sense, Planar Sense, Planar Survival (Elysium), Portal Sense, Swimming.
Bonus Nonweapon Proficiencies: Reading/Writing, Spellcraft.
Special Benefits:
Ursinals gain +4 hit points at first level.
Ursinals can make three natural attacks per round; two Claws (2d6 + Str bonus) and one Bite (1d10). If an ursinal hits the same target with both claw attacks in the same round, they can make a bonus Hug attack that does 2d10 damage and gives the ursinal a +4 bonus to hit with their Bite attack.
Ursinals can only be harmed by enchanted or silver weapons. Initially, they can be struck by +1 weapons, but this resistance improves to requiring +2 weapons from 5th level, +3 from 9th, and finally +4 from 16th level.
Ursinals have 15% Magic Resistance at 1st level, and gain +15% Magic Resistance at every 5th level afterwards, maxing out at MR 75% at 21st level.
Ursinals gain the following Spell-Like Abilities and other bonuses as they level up. Unless specified otherwise, each SLA can be used at-will, but only 1/round.
  • 1st Level: Magic Missile (1 missile, gains missiles based on level as per the normal spell), Sleep (affects 4d6 Hit Dice of creatures, affects creatures up to 7 Hit Dice in strength).
  • 3rd Level: ESP, Know Alignment
  • 5th Level: Continual Light 1/round, Cure Disease 3/day
  • 7th Level: Polymorph Self 1/round, Solid Fog 1/round, Cure Disease 3/day, Neutralize Poison 3/day.
  • 9th Level: Hold Monster.
  • 11th Level: Cure Disease 3/day, Neutralize Poison 3/day, Heal 3/day, Holy Word 1/day, Limited Wish (must serve the Greater Good) 1/year.
  • 13th Level: Legend Lore 3/day, True Seeing 1/round (can bestow the effects of True Seeing on an Intelligence 5+ creature with a touch).
  • 15th Level: Serten's Spell Immunity (self or touched creature) 1/day, Mass Suggestion via speech 1/day.
Special Hindrances:
Ursinals are charged with a lesser oath of pacifism, mieaning they are compelled to attempt to resolve conflicts by the least damaging means available. An ursinal who defaults to attacking with wounding attacks or destructive spells in an encounter forfeits 50% of their EXP from that encounter.
Ursinals take damage as Large creatures.

Pathfinder[edit]

Because Pathfinder never met a D&D 3e element it couldn't try to rip off, it eventually created its own race of Neutral Good celestial furries, and called them Agathions. Credit where it's due, at least they look better than the Guardinals did.

Agathions inhabit the plane of Pure Good, Nirvana, and are all the ascended souls of former Neutral Good mortals. They are aggressive and interventionist in the mortal world when it comes to dealing with evil, and their philosophical acceptance of both Order and Chaos whilst subordinate to Good means they often serve as go-betweens and diplomats for the more opinionated Lawful Good and Chaotic Good celestials, such as Archons and Azatas, soothing hot tempers and working toward mutual goals of vanquishing evil and protecting good.

All agathions have an animal-like aspect. Some are more humanoid in appearance, while others spend their entire existence in a form nearly identical to that of a true animal. Each type of agathion serves a particular role in Nirvana, and their duties on other planes echo these responsibilities. Agathions are proud of their feral aspects and don’t take kindly to the suggestion that they are cursed folk like lycanthropes or nothing more than magical talking beasts. Every agathion was once a mortal who aspired to goodness and was rewarded in the afterlife with a form suiting her talents and personality; suggesting that an agathion’s form is a kind of punishment is a terrible insult.

As with all Pathfinder outsiders, a massive array of guardinals exist; the ones below merely document the types that have been described so far. Other types exist beyond these, corresponding to other conventional animals (bears, dinosaurs, fish, wolves, and so on), with a few having shapes that resemble insects (particularly beetles, butterflies, and mantises); a handful resemble stranger creatures (such as basilisks and owlbears) or unique “animals” native to extreme environments on distant worlds. Certain animals, particularly those associated with scavenging activities (such as hyenas, buzzards, or jackals) or parasitism (like lampreys or ticks) specifically do not have agathions associated with them—these animals are not intrinsically evil, but their habits and ecological niches are far from the noble and proud traditions that most of the souls who seek enlightenment upon Nirvana would associate with themselves.

Individual agathions may be male or female, but they do not reproduce among their own kind—every agathion is a unique individual made from the soul of a good mortal. This does not prevent them from falling in love or having affairs with mortals, and a few aasimar and celestial sorcerer bloodlines derive from past contact with agathions, particularly among communities not averse to anthropomorphic humanoids. Indeed, many mythologies tie numerous races of this kind to the inevitable result of human tribes forming strong emotional attachments to visiting agathions.

Most of the agathion breeds were revealed in the Pathfinder Bestiary 2, with others creeping in with subsequent splatbooks.

The Bestiary 2 species can be considered the "Core" agathions, and consist of the following:

  • Avorals are eagle-featured agathions that serve as the scouts, spies, and messengers of the agathions. They resemble humans with hand-bearing wings for arms, bird-like legs, a feathery cowl in lieu of hair, and human but "avian" facial features; a prominent nose reminiscent of a beak and piercing eyes.
  • Cetaceals are orca-featured agathions charged with defending the seas and the aquatic races against evil aquatic creatures, such as sahuagin and aboleths. They resemble huge merfolk with the lower bodies of orcas and the black & white skin-tone extending to their humanoid upper torsos.
  • Draconals are amongst the rarest and most powerful of the agathions, serving as direct servitors of the Neutral Good deities and embodying mystical elements relating to energy, life, and the natural world. They resemble humanoid dragons, with wings, reptilian muzzles, tails, scaly skin and dragon-like hides. They come in five different colors, Black, Green, Red, White and Yellow, and each color is associated with a different mystical aspect. These colors are normally chromatic rather than metallic, and an ignorant person seeing a draconal’s colors may mistake her for an evil half-dragon. However, some draconals have metallic or gem-like coloration; for example, a yellow draconal may appear mustard yellow or metallic gold, while a white draconal may be chalk white, pearlescent white, or metallic silver. Draconals can change their coloration after a lengthy period of meditation, but normally only do this in response to some horrible evil that requires their direct intervention. This change affects the draconals’ personality, and may alter their physical shape or apparent gender. In a sense, draconals are based on Oriental Dragon lore, although they visually look more like the classic Chromatic Dragon or Metallic Dragon.
    • Black is a balance between male and female energy, and represents the sky, stars, immortality, and leadership. Black draconals are immune to fire damage, and their breath weapon is fire.
    • Green is slightly skewed toward masculinity. It represents wood, plants, and flowers. Green draconals are immune to cold damage, and their breath weapon is cold.
    • Red is a strongly masculine color, and most red draconals are male or have aggressive or gregarious personalities. Red represents fire, light, and warding against bad luck. Red draconals are immune to fire damage, and their breath weapon is fire.
    • White is slightly skewed toward femininity, and most white draconals are female or have protective or serene personalities. White represents brightness, fulfillment, metal, mourning, and purity. White draconals are immune to cold damage, and their breath weapon is cold.
    • Like black, yellow is a balance between male and female energy. Yellow represents earth, oracles, stone, and luck. Yellow draconals are immune to acid, and their breath weapon is acid.
  • Leonals are, as their name suggests, humanoid lions who vary between actively hunting down agents of evil and simply guarding areas against the depredation of evil. Both roles are equally respected.
  • Silvanshees are the smallest and weakest of their ilk, taking on a form that resembles a somewhat fey-looking cat. They often serve as familiars to goodly aligned mages, which fits in well with their role; they are the spies of Nirvana, wandering the world in secret to act as its eyes and ears against evil influences.
  • Vulpinals are charming, charismatic humanoid foxes who serve as the bards and sages of Nirvana, often working closely with lillendi. Ironically, they're Small-sized, meaning the charming fox Troubador is technically only the size of a gnome or a halfling.

Bishop Agathions' resemble a strange melding point of man and fish; a roughly piscine body shape, but with webbed limbs instead of fins and a weirdly human face. They serve as go-betweens for the angelic powers of the land and the sea, being amphibious enough that they can safely move between the two environments. Appearing in the adventure "Shards of Sin", they were most likely based on the Sea-Monk, a Renaissance-era mythical creature of Europe.

Cervaprals are humanoid antelopes who embody the essence of liberty and are passionately devoted to both the overthrow of tyranny and the abolition of slavery. They have no moral objection to the concepts of royalty or nobility but hold any group that is granted authority through inheritance or tradition to a very high standard, insisting that the rights of the ruled must be protected at least as strongly as the rights of the rulers. As you can probably tell from this, Cervaprals appeared in the splatbook dedicated to Andoran, the "America/Democracy, Fuck Yeah!" region of Golarion.

Cervinals, not to be confused with Cervaprals, are a centaur-like agathion who consist of a humanoid upper body (with stag-like antlers growing from the head) sprouting from the neck & shoulders of a massive elk. They have sometimes termed the “knights” of the agathions, having gained a reputation for their battle prowess, noble natures, and admirable wisdom, as well as their fearlessness and willingness to lead from the front, serving as either general or elite warrior depending on the situation. Cervinals were first mentioned in the "Chronicle of the Righteous", and were reprinted in the Bestiary 5.

Chelonidals are humanoid sea turtles who serve as Nivana's guardians and foot soldiers; when roused to war, they are powerful, well-armored troopers. Ironically, chelonidals assigned to guard places in the mortal world have a well-documented tendency to fall in love with mortals they interact with, leading to the birth of idyllkin aasimar; if this happens, the chelonidal's priorities change to safeguarding and looking after the child(ren), as whilst they are dutiful and protective by nature, family comes first. This agathion breed appeared in the adventure "The Lost Outpost".

Muldnals are humanoid moles who, having formed from the souls of farmers and miners, work to guard and maintain the underground regions of Nirvana and tend to the health of that plane's soil. On the material plane, they have been known to attend sites of magical power associated with agriculture and nature. Although small and inoffensive looking, Muldnals possess a paralytic bite and potent(ish) druidic magic over the earth, the plants and small animals, which they use to defend themselves and their charges. Muldnals were first detailed in the adventure "Assault on Longshadow".

Procyals are humanoid raccoons who embody the positive aspects of civilization, and seek to guide cities to achieve that perfect state in which the city and its inhabitants symbiotically support and strengthen each other. They believe that individuals can be truly happy or free only within a society when they have access to luxury, commerce, and choice, and that society basically exists as a structure centered on the freedom of the individuals within. Procyals see some administrations as fundamentally better than others: democratic groups and wise councils are among their favorite forms of government, while dictatorships, monarchies, and military states must ultimately be replaced. They appeared in the adventure "Dance of the Damned".

Reptials are curious and benevolent scholars of Nirvana. They spend their time collecting holy relics, no matter how minor, and can store some of their knowledge within a chosen relic. They keep most of these relics for themselves, but individual reptials have been known to distribute particularly useful pieces to good-aligned individuals and temples that are enduring difficult trials. These agathions, who resemble humanoid iguanas, appeared in the Bestiary 5.

Whilst the above represent the official Agathions, "Wayfinder", the Pathfinder fanzine, has also hosted some fan made additions; issue #8 houses the jellyfish-like Aequoreals, dreamy sages of Nirvana's oceans, and #9 houses the Chiropteals, halfling-sized humanoid bats who look after the goodly races of the Golarion Underdark, namely svirfneblin.

Gallery[edit]

Guardinal Lords
Pathfinder