The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by sticibogdan6, 2019-10-03 10:56:48

Guildmasters' Guide to Ravnica

Guildmasters' Guide to Ravnica

Keywords: dnd,d&d,5e,Ravnica,GGR

D EMONS Small.fiend (demon), chaotic evil

just as angels arc incarnations of the ideals of justice, Armor Class 15 (natural armor)
demons embody depraved impulses: selfish ness, cruelty, Hit Points 10 (3d6)
hatred, greed, and lust for power. Demons a re strongly Speed 30 ft.
associated with the Cult of Rakdos; in fact, the demons
of Ravnica might have been created by Rakdos in the STR DEX CON INT WIS CHA
same way that angels were created by the Boros Le- 9 (-1) 16 (+3) 11 (+O) 11 (+O) 7 (- 2) 12 (+1)
gion's founde r. As a demon lord who has chosen to live
in Ravnica , Rakdos claims authority over all the demons Skills Deception +3, Perception +O, Performance +3
of this world- even if some of them, ambitious and head- Damage Resistances cold, fire, lightning; bludgeoning, piercing,
s trong as demons are. rebel against his authority.
and slashing from nonmagical attacks
Demons are agents of destruction that work their acts Damage Immunities poison
of terror in plain sight under the auspices of the Cult of Condition Immunities poisoned
Rakdos. They exhibit their cruelty in dramatic perfor- Senses darkvision 120 ft., passive Perception 10
mances that leave the audience members blood-soaked Languages Abyssal, Common
but ecstatic. They incite mob riots th.at raze entire city Challenge 1/2 (100 XP)
blocks. The only thing demons fear is Rakdos himself,
who doesn't tolerate rivals and hates to be upstaged. Innate Spellcasting. The cackler's innate spellcasting ability is
Charisma (spell save DC 11 , +3 to hit with spell attacks). The
Demonic "Devils.'' The creatures called "devils" in cackler can innately cast the following spells, requiring no ma-
Ravnica are minor demons akin to quasits. While the terial components:
larger demons embody evil qualities such as blood lust
and torment, these lesser demons reflect the whimsical At will:.fire bolt
and chaotic side of Rakdos and his cult. Their mischie- 1/day: Tasha's hideof.Js la1Jghter
vous antics cause disorde r and destruction out of pro- Last La1Jgh. When the cackler dies, it releases a dying laugh
portion to the demons' small size. that scars the minds of other nearby creatures. Each creature
within 10 feet ofthe cackler must succeed on a DC 11 Wisdom
Diabolic Demons. Many of the demons of Ravnica are saving throw or take 2 (1d4) psychic damage.
monstrous, winged creatures of human-like form. They
are best represented by the statistics of the nalfeshnee, Mimicry. The cackler can mimic any sounds it has heard, in-
the shadow demon, or the vrock in the Monster Manual. cluding voices. Acreature that hears the sounds can tell they
Demons associated with the Cult of Rakdos often have are imitations with a successful DC 11 Wisdom (Insight) check.
fiery attacks that make them similar to barbed devils or
horned devils, except that they are demons. (They are ACTIONS
chaotic evil, they speak Abyssal and not Infernal, and Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one ta rget.
they lack Devil's Sight.) Hit: 5 (l d4 + 3) piercing damage.

CACKLER Spiked Chain. Melee Weapon Attack: +5 to hit, reach 10 ft., one
target. Hit: 6 (ld6 + 3) slas hing damage.
Cacklers are s mall,jabbering jesters that spice up
Rakdos performances with their chaotic antics. Their <.:llAl'nR 6 FRH:\l)S ANU !OES 19r;
incessant cackling can ins pire uncontrollable laughter
by making everything- even the most horrifying spec-
tacles- seem hilarious . Some cacklers excel at vocal
mimicry and pe rform as impressionists; others put their
sadistic bent to use by lurking in shadows and terrifying
passe rsby. Rakdos performers enjoy dressing cacklers
in a variety of masks, hats, and costumes to lampoon
public figures.

MASTER OF CRUELTIES MASTER OF CRUELTIES <

When a master of cruelties steps up as ringleader of a Largefiend (demon), chaotic evil
Rakdos show, the audience can be assured of a perfor-
mance they will remember for the rest of their lives- Armor Class 18 (plate)
however brief that might be. Hit Points 127 (l 5dl 0 + 45)
Speed 30 ft.
The mesmerizing presence of a master ofcruelties
draws every eye to the demon and commands an audi- STR DEX CON INT WIS CHA
ence's full attention. With every act of depraved torment 18 (+4) 17 (+3) 16 (+3) 19 (+4) 16 (+3) 21 (+5)
the demon performs, onlookers are drawn more and
more into the blood lust. Audiences clamor for more vio- Saving Throws Con +7, Int +8, Wis +7, Cha +9
lence, and those who get too caught up in the revelry feel Skills Deception +9, Intimidation +9, Performance +9,
compelled to partake in the indiscriminate killing.
Persuasion +9
Damage Resistances cold, fire, lightning; bludgeoning, piercing,

and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 13
Languages Abyssal, Common, telepathy 120 ft.
Challenge 9 (5,000 XP)

Aura ofBlood Lust. When any other creature starts its turn
within 30 feet of the master, that creature must succeed on a
DC 17 Wisdom saving throw, or it must immediately take the
Attack action, making one melee attack against a random crea-
ture within reach. If no creatures are within reach, it makes a
ra nged attack against a random creature within range, throwing
its wea pon if necessary.

Feed on the Crowd. Whenever a creature within 60 feet ofthe
master dies, the master gains 15 temporary hit points and has
advantage on all attack rolls, ability checks, and saving th rows
until the end of its next turn.

Innate Spel/casting. The master's innate spellcasting ability is
Charisma (spell save DC 17). The master can innately cast the
following spells, req uiri ng no material components:

At will: charm person (as a 3rd-level spell), crown ofmadness
l/day: dominate person

Magic Resistance. The master has advantage on saving throws
against spells and other magical effects.

ACTIONS

Multiattack. The master makes two melee attacks wi th
its spear.

Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage,
or 13 (2d8 + 4) piercing damage if used with two ha nds to make
a melee attack, plus 13 (3d8) psychic damage.

Captivating Presence (Recharge 6). Each creature within 120
feet of the maste r must succeed on a DC 17 Wisdom saving
throw or be charmed by the master for 1 hour. While charmed
in this way, a creature's speed is 0. Ifthe charmed creatu re
ta kes damage, it can repeat the saving throw, ending the effect
on itselfon a success. Atarget that succeeds on the saving
throw is immune to the Captivating Presence of all masters of
cruelties for the next 24 hours.

Jt)b CH\f'TIR6lfRlfN[)"A1'DFOIS

Huge fiend (demon), chaolic evil

Armor Class 17 (natural armor}
Hit Points 157 (15d1 2 + 60)
Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+ 6) 6 (- 2) 19 (+4) 14 (+2} 19 (+4) 22 (+6)

Saving Throws Con +8, Int +6, Wis +8, Cha +10
Skills Deception +10, Intimidation +10
Damage Resistances cold, fire, lightning; bludgeoning, piercing,

and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 14

languages Abyssal, Common, telepathy 120 ft.

Challenge 12 (8,400 XP)

Aura ofMind Erosion. Any creature that star ts its turn within 30 SIRE OF INSANITY

feet of the sire must make a DC 18 Wi sdom saving throw. On a Rakdos nightclubs, where visitors can indulge any dark
successful save, the creature is immune to this aura for the next desire and revel in sadistic spectacle. are the favored
24 hours. On a fai led save, the creature has disadvantage for 1 haunts of the demons known as sires of insanity. Lurk-
m inute on Wisdom and Charisma checks and on Wisdom and ing in an underground vault beneath a Rakdos opera-
Charisma saves. tion, a sire of insanity feasts on the violence, torment,
and depravity unfolding above. Occasionally, cultists
At the start of each of its turns, the sire can suppress this bring would-be recruits to the demon's presence, and-
aura until th e start of i ts next turn. true to its name- the sire of insanity breaks the new
cultist's mind.
Innate Spellcasting. The sire's innate spellcasting ability is
A sire of insanity is a bloated demon resembling a
Charisma (spell save DC 18, +10 to hit with spell attacks) . The bipedal lizard. It stands some thirty feet tall and weighs
sire can innately cast the following spells, requ iring no material many thousands of pounds, so it tends to keep hidden
compon ents: away in its subter ranean lair, working its evil from
the shadows.
At will: clairvoyance, crown ofmadness, major image, suggestion
1/day each: confusion, mass suggestion

Magic Resistance. The sire has advan tage on saving throws

against spells and other magical effects.

ACTION S

Multiattaclc. The sire makes two attacks: one wit h its bite and

on e with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft ., one crea-
ture. Hit: 25 (3dl 2 + 6) piercing damage plus 16 (3dl0) psy-

chic damage.

Claws. Melee Weapon Attack:+10 to hit, reach 10 ft., one target.
Hit: 10 (ld8 + 6) slashing damage plus 9 (2d8) psychic damage.

<HAP1ERb IRll:~DS\:-.IDfOfS 1•n

DEVKARIN LICH

Powerful spellcasters of the Devka rin elves, steeped in
Golgari magic, can transcend death to become liches.
For them, life and death don't merely chase each other
in an inevitable cycle; the two can intersect, and at that
nexus the liches find immense power, which commands
the awe, envy, and fear of other Golgari.

Un li ke the shambling zombies they command, liches
retain their memor ies, their personalities, and espe-
cially their ambition. They also retain the grace and
stature of living elves, but their bodies are in a constant
state of slow decay. Various for ms of fungus grow in
and over the rotting flesh to hold the body together.

Undead Nature. The lich doesn't require air,
food, dri nk, or sleep.

STORR EV

Storrev is a lich and a leader of the Erstwh ile. She is adept
at the politics of court, and she is feared for her power to
transform dead m o nsters, from o rdi nary beetles to the
mightiest wu rms , into fierce undead ho rrors. Such crea-
tures acco m pany her into battle.

DEVKARIN LICH 2nd level (3 s lots): Melfs acid arrow, ray ofenfeeblement, spider .,
climb, web
Medium undead, neutral evil .zz.
3rd level (3 slots): animate dead, bestow curse.fear, vam-
Armor Class 14 (natural armor) piric touch
Hit Points 97 (1 5d8 + 30)
4th level (3 slots): blight, Evard's black tentacles
Speed 30 ft . 5th level (2 slots): cloudkill, insect plague
6th level (1 slot): circle ofdeath, create undead
STR DEX CON INT WIS CHA 7th level (1 slot): finger ofdeath
11 (+O) 16 (+3) 14 (+2) 19 (+4) 16 (+3) 15 (+2)
Turn Resistance. The lich has adva ntage on saving throws
Saving Throws Co n +7, Int +9, Wis +8 against any effect that turn s undead.
Skills Arcana +14, Ins ight +8, Perception +8
Damage Resistances necrotic; bludgeoning, piercing, and Undead Fortitude. Ifdamage red uces the lich to 0 hit points ,
it must make a Constitut ion savi ng throw with a DC of 5 + the
slashing from no nmagical attacks damage taken, unless the dam age is rad iant o r from a critical
Damage Immunities poison hit. O n a success, the lich d ro ps to l hit point instead.
Condition Immunities charmed, exhaustion, frigh tened,
A CTIONS
paralyzed , poisoned
Senses trues ight 120 ft., passive Perception 18 Noxious Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one
Languages Common, Elvi sh, Kraul crea ture. Hit: 14 (4d6) poison damage, and the ta rget must
Challenge 14 (11, 500 XP) succeed on a DC 17 Constitution saving throw or be poisoned
for l minute. The poisoned target can repeat the saving th row
Legendary Resistance (3/Day). If the lich fai ls a saving th row, it at the end ofeach of its turns, ending the effect on itself on
can choose to succeed instead . a success.

Regeneration. The lich regains 10 hit poi nts at the start of its LEGENDARY A CTIONS
turn. If th e li ch takes fi re or radiant d am age, this trait do esn't
functio n at the start of the lich's next turn. The lich dies only if The lich can take 3 legendary actions, choosing from the op·
it starts its turn with 0 hit poi nts and doesn't regenerate. tions below. Only one legendary action option can be used at
a time and only at the end of another creature's turn. The lich
Spellcasting. The lich is a 14th-level Golgari spellcaster. regains s pent legendary actions at the start of its turn.
Its spellcasting ability is Intelligence (s pell save DC 17, +9
to hit with spell attacks). The lich has the foll owing wiza rd Cantrip. The lich casts o ne of its cantrips.
spells prepa red: Noxious Touch (Costs 2 Actions). The lich uses Noxious Touch.
Disrupt Life (Costs 3 Actions). Each creature within 30 feet of
Cantrips (at will): acid splash, chill touch, mage hand, poison
spray, prestidigitation the lich must make a DC 17 Constitution saving th row, tak ing
21 (6d6) necrotic damage on a fai led save, or half as much
l st level (4 slots): chromatic orb, magic missile, ray ofsickness damage on a successful one.

IC)8 Clf ,\PTER & I FRLE:-.'US \ND FOl!S

FEL I DA R

A felidar is a celestial creature whose nature
reRects an in herent devotion to law and order. It
resembles an enormous cat with two pairs of down-
wa rd-sloping ho rns and prominent teeth. Its blue-gray
hide has a s ilvery, geometric pattern, and its thick wh ite
mane falls in an orderly fashion around its shoulders.

Nearly every felidar forms a close bond with one other
creature. Winged felidars almost always bond with
archons, joining in their relentless pursuit ofjustice.
Other felidars ally with members of the Azorius Senate
and form bonds with high-ranking justiciars and min-
isters, aiding them in enforcing the law and tracking
down criminals. Some Azorius felidars for m bonds
with important prisoners in Azori us custody, ensuring
that the felidars can track down the felons if they es-
cape custody.

WI N GED FELIDARS

Some felidars boast huge, feathered wings. Awinged fel-
idar uses the same stat block as an ordinary felidar, with
the addition of a Aying speed of 40 feet.

FELI DAR bonded creature if they're on the same plane of exis tence.
• As an action, the fel idar or the bonded creatu re can sense
Large celestial, lawful neutral
what the other sees and hears, during which time it loses its
Armor Class 17 (natural armor) own sight and hea ring. This effect lasts until the start of its
Hit Points 93 {lldlO + 33) next turn.
Speed 40 ft.
Keen Hearing and Sight. The felidar has advantage on Wisdom
STR DEX CON INT WIS CHA {Perception) checks that rely on hearing or sight.
19 (+4) 16 (+3) 17 (+3) 10 (+O) 17 (+3) 14 (+2)
Pounce. Ifthe felidar moves at least 20 feet straight toward a
Saving Throws Dex +6, Wis +6, Cha +5 creature and hits it with a claw attack on the same turn, that
Skills Insight +6, Perception +6 target must succeed on a DC 15 Strength saving th row or be
Senses truesight 120 ft ., passive Perception 16 knocked prone. If the ta rget is prone, the fel idar can make one
Languages understands Celestial and Common but can't speak claw attack against it as a bonus action.
Challenge 5 (1,800 XP)
A CT IONS
Bonding. The felidar can magically bond with one creature it
can see, right after spending at least 1 hour observing that Multiattack. The felidar makes two attacks: one with its bite
creature while within 30 feet of it. The bond lasts until the feli- and one with its claws.
dar bonds with a different creature or until the bonded creature
dies. This bond has the following effects: Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 17 (3d8 + 4) piercing damage.
• The felidar and the bonded creature can communicate tele-
pathicallywith each other at a distance of up to 100 feet. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (3d6 + 4) slashing damage.

l H>.Pfl R ~RIE-~DS AND ~or l'Jl)


Click to View FlipBook Version