Cervidal (CR 3)

Medium Outsider (Guardinal and Good)
Alignment: Usually neutral good
Initiative: +3 (Dex); Senses: Listen +10 and Spot +10
Languages: Tongues SA


AC: 19 (+3 Dex, +2 leather armor, +4 natural), touch 13, flat-footed 16
Hit Dice: 4d8+8 (26 hp)
Fort +6, Ref +7, Will +7
Speed: 50 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +8
Attack: Slam +8 melee
Full Attack: 2 slams +8 melee and butt +6 melee
Damage: Slam 1d6+4, butt 1d3+2
Special Attacks/Actions: Charge, spell-like abilities
Abilities: Str 18, Dex 17, Con 15, Int 12, Wis 17, Cha 16
Special Qualities: Guardinal traits, horn powers, outsider traits
Feats: Multiattack; Power Attack
Skills: Balance +10, Concentration +8, Heal +10, Intimidate +10, Jump +19, Knowledge (the planes) +8, Listen +10, Spellcraft +8, and Spot +10
Advancement: 5-12 HD (Medium-size)
Climate/Terrain: Elysium or any forest
Organization: Solitary, pair, or team (3-6)
Treasure: None

Source: Monster Manual II

Charge (Ex): A cervidal can lower its bead and charge an opponent, striking with its deadly horns. In addition to the normal benefits and hazards of a charge, this tactic allows the cervidal to make a single butt attack that deals 1d8+6 points of damage.

Spell-Like Abilities: At will - bless, command, detect poison, light; 1/day - hold person, magic missile, suggestion. Caster level 9th; save DC 13 + spell level.

Horn Powers (Su): 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.

Skills: Because of its powerful legs, a cervidal gains a +8 racial bonus on Jump checks.

Celestial Traits: A celestial can speak with any creature that has a language as though using a tongues spell (caster level 14th; always active). It is immune to electricity and petrification attacks, and it has acid resistance 20 and cold resistance 20. In addition, a celestial has low-light vision and a +4 racial bonus on Fortitude saves against poison.

Outsider Traits: A celestial has darkvision (60-foot range). It cannot be raised or resurrected.

Good Subtype

A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).