Musteval (CR 2)
AC: 20 (+2 size, +4 Dex, +4 natural), touch 16, flat-footed 16
Hit Dice: 2d8+2 (11 hp)
Fort +4 (+8 against poison), Ref +7, Will +5
Speed: 30 ft., burrow 10 ft.
Space: 2 1/2 ft./0 ft.
Base Attack +2; Grapple +8
Attack: Bite +8 melee
Full Attack: Bite +8 melee
Damage: Bite 1d3-2
Special Attacks/Actions: Spell-like abilities
Abilities: Str 7, Dex 18, Con 12, Int 11, Wis 14, Cha 13
Special Qualities: Immunity to electricity and petrification, focused movement, resistance to acid 10 and cold 10, tongues
Feats: Weapon Finesse
Skills: Balance +7, Climb +7, Escape Artist +9, Hide +17, Jump +0, Listen +7, Move Silently +9, Sleight of Hand +9, Survival +7, Tumble +6, and Use Rope +4 (+6 bindings)
Advancement: 3 HD (Tiny); 4-6 HD (Small)
Climate/Terrain: Blessed Fields of Elysism
Organization: Solitary or squad (2-6)
Treasure/Possessions: No coins; double goods; standard items
Book of Exalted Deeds
A musteval'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 - detect evil, detect magic, disguise self, magic missile, protection from evil (self only), see invisibility; 1/day - invisibility (DC 13). Caster level 3rd. The save DCs are Charisma-based.
Focused Movement: When moving, a musteval can take a move action and a standard action at any point during the move. The musteval cannot take a second move action during a round when it uses its focused movement ability. Mustevals almost always use this ability to move before and after using a spell-like ability during combat.
Skills: Mustevals have good claws for climbing and sharp hearing. They receive a +4 racial bonus on Climb and Listen checks.
Guardinals are the native outsiders of Elysium, the living embodiment of goodness. Guardinals are one of seven varieties: the avoral and leonal, the cervidal and lupinal, and the lowly musteval, the equinal, and the mighty ursinal.
The guardinals are staunch opponents of evil wherever it is found. Left untroubled on their home plane, guardinals are as peaceful as Elysium itself roaming its magnificent landscapes in small bands of companions. When evil threatens their home, however, the guardinals are as fierce as any archon, and numerous guardinals leave Elysium on righteous crusades to fight evil on the Material Plane or other realms.
Guardinals combine the features of handsome, noble humans and equally noble animals. Individuals vary in the degree to which the animal features dominate - some cervidals, for example, look like satyrs, while others seem almost human except for the curling horns on their heads. Guardinals who dwell on the Beastlands are the most animalistic, often moving about on all fours (which most other guardinals consider undignified).
Guardinals vary widely in their combat ability, from the small and weak mustevals to the mighty leonals. Ursinals are the real spellcasters of the guardinals, while lupinals value stealth and ambush. All guardinals prefer to subdue and incapacitate if necessary, but they readily kill evil outsiders, and other evil creatures if necessary.
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).