Equinal (CR 6)
Large Outsider (Extraplanar, Good, and Guardinal)
Alignment: Always neutral good
Initiative: +0; Senses: Listen +11 and Spot +11
Languages: Tongues SA
AC: 20 (-1 size, +11 natural), touch 9, flat-footed 20
Hit Dice: 6d8+18 (31 hp); DR: 10/evil or silver
Fort +8 (+12 against poison), Ref +5, Will +7
Speed: 60 ft.
Space: 10 ft./10 ft.
Base Attack +6; Grapple +15
Attack: Slam +10 melee (1d8+5)
Full Attack: 2 slams +10 melee
Damage: Slam 1d8+5
Special Attacks/Actions: Spell-like abilities, whinny
Abilities: Str 20, Dex 11, Con 16, Int 13, Wis 15, Cha 15
Special Qualities: guardinal subtype, immunity to electricity and petrification, lay on hands, resistance to acid 10 and cold 10, speak with animals, SR 18
Feats: Improved Overrun; Improved Sunder; Power Attack; Run
Skills: Balance +2, Concentration +12, Diplomacy +4, Hide +5, Knowledge (religion) +10, Knowledge (the planes) +10, Listen +11, Sense Motive +11, Spot +11, Survival +11 (+13 on other planes), Tumble +2, and jump +14
Advancement: 7-9 HD (Large); 10-18 HD (Huge)
Climate/Terrain: Blessed Fields of Elysium
Organization: Solitary or band (2-12)
Treasure: No coins; double goods; standard items
Book of Exalted Deeds
An equinal's natural weapons, as well as any weapons it wields, are treated as having the good alignment for the purpose of overcoming damage reduction.
Spell-like Abilities: At will - aid (DC 14), command (DC 13), detect evil, detect magic, dimension door (DC 16), dispel magic, fog cloud, light, magic circle against evil (self only), magic missile, and see invisibility; 1/day - slow (DC 15) and wall of stone (DC 17). Caster level 6th. The save DCs are Charisma-based.
Whinny (Su): Once per hour, as a free action, an equinal can emit a piercing shriek that affects all nonguardinals in a 20-foot spread. Creatures with 4 HD or fewer are stunned for 1d6 rounds, while creatures with more than 4 HD are deafened for 1d6 rounds. A successful DC 16 Fortitude save negates either effect. This is a sonic effect. The save DC is Constitution-based.
Speak with Animals (Sp): An equinal can mentally communicate with animals as a free action. This works exactly like speak with animals as cast by an 8th-level druid but does not require sound.
Lay on Hands (Su): This works just like the paladin's ability, but the equinal can heal as much damage per day as its own undamaged hit point total.
Energy Resistance (Ex): Guardinals have resistance to acid 10 and cold 10.
Immunities: Guardinals are immune to electricity and petrification. They have a +4 racial bonus on saves against poison.
Speak with Animals (Sp): Guardinals can mentally communicate with animals as a free action. This works exactly like speak with animals as cast by an 8th-level druid but does not require sound.
Tongues (Su): Guardinals can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
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).