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Guardinals were animalistic celestials native to Elysium and the House of Nature.[3][5] When at home, they were among the most peaceful beings in all the planes, but outside their home plane, they hunted down evil to stop it.[1][5]

Good must triumph over evil and villainy. This is the will of the multiverse.
— Benhorven, an ursinal sage.[6]

Description[]

Like other celestials, the appearances of guardinals varied—both among varieties and individuals[2][5]—but most looked like attractive and fit humanoids with distinct animal traits.[2][7][5] Some guardinals appeared more animal-like, while others appeared more human-like.[2][5]

Personality[]

Guardinals were quick to laugh and slow to get angry.[1] They were the epitome of moral integrity and honor.[2] They did not lie or cheat.[2] Guardinals had zero tolerance for evil or injustice of any kind, and would travel out of their way to confront it.[2][7] If evil came to their home plane, they became as ferocious as any archon.[5]

Abilities[]

All guardinals could see in the dark and were immune to harm from electricity.[1][2][5]They were resistant to the acid,[2][5] cold,[1][2][5] poisons,[1][2][5] and intense sounds[1] and could not be turned to stone by magical means.[1][5] No animal could ever be compelled to attack a guardinal.[2]

Guardinals had a wide range of spell-like abilities,[1][2] which varied among their kinds,[1] but all guardinals could heal themselves or others by touch, much like a paladin's divine ability.[1][2]

Guardinals were naturally fluent in the Celestial language and the language of devils. Most also spoke Draconic.[1] However, they could communicate with almost any sentient creature using their innate magic, so in some sense, they could speak all languages.[1] Moreover, they could telepathically communicate with any animals.

Combat[]

The style of combat favored by a guardinal depended on its type and its power. Among all varieties, they preferred to incapacitate, unless the enemy were irredeemably evil, in which case, they did not hesitate to use deadly force.[5]

Society[]

Native to the House of Nature, in earlier cosmologies, guardinals were considered residents of Elysium.[2] In either case, they lived simple lives, either alone[2] or in small groups,[2][7] often traveling through their beautiful, natural environment like nomads. They only ever took what was absolutely required from the land.[2][7]

While not under a strict hierarchy like the archons,[2] the guardinals were led by a band of guardinal paragons known as Talisid and the Five Companions.[2][4][8] There were many more guardinal paragons than these six; in fact, there was a paragon serving as a near deity for each of the many groupings of animals.[3]

Guardinals of all varieties served Mystra, the goddess of magic in her home plane of Dweomerheart.[9] Avoral guardinals were in service to Aerdrie Faenya.[10]

Types[]

A lupinal and a cervidal.

There were at least[3] seven varieties of guardinal, listed here from weakest to most powerful.[5]

Mustevals 
Mouse-like guardinals.
Cervidals 
Goat-like guardinals.
Lupinals 
Wolf-like guardinals.
Equinals 
Horse-like guardinals.
Avorals 
Bird-like guardinals.
Ursinals 
Bear-like guardinals.
Leonals 
Lion-like guardinals.

History[]

The guardinals kept no recorded history of their origins. For as long as any knew, they had always been protectors of their home plane, led by the most powerful leonal and five companions.[8]

The goddess Mystryl used to employ guardinals in her service.[11]

Appendix[]

References[]

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), p. 141. ISBN 0-7869-2893-X.
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 2.21 Richard Baker (October 1995). Monstrous Compendium Planescape Appendix II. Edited by Karen S. Boomgarden. (TSR, Inc.), pp. 42–49. ISBN 0-7869-0173-X.
  3. 3.0 3.1 3.2 3.3 Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 158. ISBN 0-7869-3134-5.
  4. 4.0 4.1 Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 189. ISBN 0-7869-3134-5.
  5. 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 James Wyatt, Darrin Drader, Christopher Perkins (October 2003). Book of Exalted Deeds. (TSR, Inc), pp. 172–173. ISBN 0-7869-3136-1.
  6. Dale Donovan (December 1995). “Liber Benevolentiae”. In Michele Carter ed. Planes of Conflict (TSR, Inc.), p. 4. ISBN 0-7869-0309-0.
  7. 7.0 7.1 7.2 7.3 Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter (September 2002). Monster Manual II 3rd edition. (TSR, Inc), p. 42. ISBN 07-8692-873-5.
  8. 8.0 8.1 James Wyatt, Darrin Drader, Christopher Perkins (October 2003). Book of Exalted Deeds. (TSR, Inc), p. 138. ISBN 0-7869-3136-1.
  9. Sean K. Reynolds (2002-05-04). Deity Do's and Don'ts (Zipped PDF). Web Enhancement for Faiths and Pantheons. Wizards of the Coast. p. 13. Archived from the original on 2016-11-01. Retrieved on 2018-09-08.
  10. Sean K. Reynolds (2002-05-04). Deity Do's and Don'ts (Zipped PDF). Web Enhancement for Faiths and Pantheons. Wizards of the Coast. p. 10. Archived from the original on 2016-11-01. Retrieved on 2018-09-08.
  11. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), p. 49. ISBN 0-7869-0437-2.

Connections[]

Inherently Good Creatures of the Upper Planes
Guardinals
Celestial Beings of Goodness and Nature
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