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Published by kfunk.sc, 2020-09-17 23:15:17

Guildmasters' Guide to Ravnica

RAKDOS CARNIVAL Fire erupts from the ground at up to four points of the
DM's choice in the carnival. The fire lasts for 1 minute
As lumbering giants put up makeshift stages and cack-
or until this action is used again. Each jet of flame is
ling devils ignite the footlights, the first performers be-
a 20-foot-tall cylinder with a 5-foot radius. Each crea-
gin to gather the crowds. Exuberant music with erratic ture in the cylinder when it first appears must make
rhythms draws spectators from the surrounding neigh- a DC 15 Dexterity saving throw, taking 10 (3d6) fire
borhood. and cheers of approval greet the more accom- damage on a failed save, or half as much damage on a
plished performers- along with gasps and shrieks as
successful one. Any creature that starts its turn in the
the acts get more risky and the first blood is drawn. Ac-
flames must also make the saving throw.
robats cavort through the streets while sword swallow-
• Whirling blades, spiked chains. or other implements
ers and knife throwers flash bright steel. The crowd gets
of agony appear for a moment to menace ld6 random
larger and wilder, the shouts and screams get louder, the
creatures in a 20-foot cube. Each target must succeed
fires burn brighter, and blood glistens red in the torch-
on a DC 15 Dexterity saving throw or take 9 (2d8)
light. The spectacle is gruesome but captivating; the
force damage.
crowd hates to watch but can't look away. Soon madness • Blood splashes all creatures in a 20-foot-radius sphere
takes them, and they- devils and ogres, acrobats and centered on a point within the carnival. Each creature
spectators- are caught up in a frenzy of violence. Only
in that area becomes the target of a confusion spell
when it is over does the horror of the event sink in.
(save DC 15).
A Rakdos carnival is more than the sum of its per-
formers and its audience. It is a frenzy that grips those REGIONAL EFFECTS
present, a fiendish madness that comes on suddenly The carnival exerts a powerful influence over those who
and departs just as quickly, leaving gore in its wake. The come close to the festivities:
carnival, in fact, has a life of its own-and when adven-
When a creature that is outside the carnival sees or
turers face the Cult of Rakdos in the midst of a revel, the
hears it. the creature must succeed on a DC 15 Wis-
carnival is one more foe arrayed against them.
dom saving throw or use its movement each round
When at least six Rakdos performers perform to-
to move toward the carnival. It can repeat the saving
gether in public, they can call on the carnival to aid
throw at the end of each of its turns. ending the effect
them. When determining the difficulty of such an en-
on a success. On a successful save, the creature be-
counter, consider the carnival to be one additional crea-
comes immune to this effect for 24 hours.
ture of challenge rating 3.
• If a creature attempts to leave the carnival. the crea-
LAIR ACTIONS ture must make a DC 15 Charisma saving throw. On
On initiative count 20 (losing initiative ties), the car- a failed save, the creature instead moves toward the
nival takes a lair action, causing one of the following center of the carnival. On a successful save, the crea-
ture becomes immune to this effect for 24 hours.
effects; the carnival can't use the same effect two
rounds in a row: If all the Rakdos performers in the carnival die or
leave its area, these effects end immediately.
<.II \l'Tr R , I l<l l'Clli l>S ANO I 01 S

SELESNYA NPCs TROSTANI

Those drawn to the Selesnya Conclave find the guild's The Selesnya guildmaster is an amalgamation of three
mission of inclusion and harmony appealing. They gain dryads in body, will, and soul. Each dryad's body ex-
comfort and fulfillment from the guild's peaceful coex- tends from a central trunk, so while they possess inde-
istence with civilization and untamed nature. But the pendent minds. they share a single name-Trostani-
guild's drive isn't only to draw people into a peaceable and a single life force. Usually Trostani communicates
community: the Selesnya aim to build an army. They ar- the will of the Worldsoul with one voice, but sbe retains
en't naive; they realize that the ambitions of other guilds three distinct personalities that embody the three parts
will lead to violence, and they plan to be prepared for it. of the Selesnyan ideal: order, life, and harmony. In the
Despite the guild's atmosphere of peaceful quietude, midst of increasing tensions on Ravnica, the three per-
many of its members have military roles. The Selesnya sonalities have recently been at odds over how best to
NPCs table summarizes key roles within the guild. Sta- navigate the conclave through such difficult times.
tistics for these NPCs are found in the Monster Manual Trostani spends most of her time in the towering tree
unless the table states otherwise. of Vitu-Ghazi, the Selesnya guildhall. There she com-
munes with Mat'Selesnya and with the dryads who lead
SELESNYA NPCs individual Selesnya communities across Ravnica.
Role Appropriate Stat Block
TROSTANI'S TRAITS
Equenaut (cavalry) Scout mounted on a pegasus
Ideal: "l n each of us is the strength of all of us."
Ledev guardian (outrider) Knight mounted on a dire wolf Bond: "All will come to the warm embrace of the
Religious leader Priest or druid Conclave."
Selesnya soldier Soldier* or veteran Flaw: "I have nothing but anger for those who break the
Shepherd Horncaller* bonds of the community and leave our embrace."
·~Appears in this chapter
HORN CALLER
Specialized shamans called horncallers use their magic
to call wild beasts to fight alongside Selesnya troops.
In quieter times, they tend the animals associated with
Selesnya enclaves and parks.

ThOSTANI ACTIONS
Large fey, neutral good Multiattack. Trostani takes three actions: she uses Constrict
and Touch of Order, and she casts a spell with a casting time
Armor Class 17 (natural armor) of l action.
Hit Points 252 (24dl0 + 120)
Speed 30 ft. Constrict. Melee Weapon Attack: +11 to hit, reach 5 ft., one
creature. Hit: 15 (3d6 + 5) bludgeoning damage, and the target
STR DEX CON INT WIS CHA is grappled (escape DC 19). Until this grapple ends, the target
19 (+5) 14 (+2) 20 (+5) 16 (+3) 30 (+10) 25 (+7) is restrained. Trostani can grapple no more than three targets
at a time.
Saving Throws Con + 11, Wis+ 16, Cha + 13 Touch of Order. Melee Spell Attack: +16 to hit. reach 5 ft., one
Skills Arcana +9, Insight +16, Nature +9, Perception +1 6, creature. Hit: 23 (3d8 + 10) radiant damage, and Trostani can
Persuasion + 13
choose one magic item she can see in the target's possession.
Condition Immunities charmed, grappled
Senses darkvision 120 ft., passive Perception 26 Unless it's an artifact, the item's magic is suppressed until the
start ofTrostani's next turn.
Languages Common, Druidic, Elvish, Sylvan
Challenge 18 (20,000 XP)
Wrath of Mat'Selesnya (Recharge 5-6). Trostani conjures a
momentary whirl of branches and vines at a point she can see
Innate Spe/lcasting. Trostani's innate spellcasting ability is within 60 feet of her. Each creature in a 30-foot cube on that
Wisdom (spell save DC 24). She can innately cast the following
point must make a DC 24 Dexterity saving throw, taking 21
spells, requiring no material components: (6d6) bludgeoning damage and 21 (6d6) slashing damage on a
At will: dispel magic, druidcraft failed save, or half as much damage on a successful one.
3/day each: bless, conjure animals, giant insect, moonbeam, plant
growth, spike growth, suggestion LEGENDARY ACTIONS
l/day each: conjure fey, mass cure wounds Trostani can take 3 legendary actions, choosing from the op·
tions below. Only one legendary action option can be used at
Legendary Resistance (3/0ay). lfTrostani fails a saving throw,
a time and only at the end of another creature's turn. Trostani
she can choose to succeed instead.
regains spent legendary actions at the start of her turn.
Magic Resistance. Trostani has advantage on saving throws
Voice of Harmony. Trostani makes one melee attack, with ad-
against spells and other magical effects.
vantage on the attack roll.
Magic Weapons. Trostani's weapon attacks are magical. Voice oflife. Trostani bestows 20 temporary hit points on an-
other creature she can see within 120 feet of her.
Speak with Beasts and Plants. Trostani can communicate with Voice of Order. Trostani casts dispel magic.
beasts and plants as if they shared a language. Chorus of the Conclave (Costs 2 Actions). Trostani casts sugges-
tion. This counts as one of her daily uses of the spell.
Tree Stride. Once on her turn, Trostani can use 10 feet of her
Awaken Grove Guardians (Costs 3 Actions). Trostani animates
movement to step magically into one living tree within her
one or two trees she can see within 120 feet of her, causing
reach and emerge from a second living tree within 60 feet of
them to uproot themselves and become awakened trees (see
the first tree, appearing in an unoccupied space within 5 feet of
the Monster Manual for their stat blocks) for l minute or until
the second tree. Both trees must be Large or bigger.
Trostani uses a bonus action to end the effect. These trees
understand Druidic and obey Trostani's spoken commands,
but can't speak. If she issues no commands to them, the
trees do nothing but follow her and take the Dodge action.
2)2 CH'\rTER 6 I FRIENDS A.NO FOES

..

































HORN CALLER
Medium humanoid (any race), lawful good

Armor Class 13 (hide armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+ 1) 12 (+l) 14 (+2) 10 (+O) 14 (+2) 13 (+1)

Skills Animal Handling +4, Nature +2, Perception +4
Senses passive Perception 14
Languages Common plus any one language
Challenge 1 (200 XP)
Innate Spel/casting. The horncaller's innate spellcasting ability
is Wisdom (spell save DC 14). The horncaller can innately cast
the following spells, requiring no material components:
l/day each: bless, conjure animals
Speak with Beasts. The horncaller can communicate with
beasts as if they shared a language.

ACTIONS
EMMARA T ANDRIS
Multiattack. The horncaller makes two melee attacks with its
An elf priest, Emmara Tandris is committed to pursuing
staff and uses One with the Worldsoul. peace between the guilds with all her heart, even as Tros-
tani hesitates in self-conflict. As a friend of )ace Beleren,
Staff. Melee Weapon Attack: +3 to hit, reach S ft., one target.
Hit: 4 (ld6 + 1) piercing damage, or S (ld8 + 1) bludgeoning she understands that he's never going to be able to settle
on Ravnica, so she believes the world needs a replacement
damage if used with two hands.
for the Guildpact. Emmara plays an active role in her com-
One with the Worldsoul. The horncaller chooses one beast it munity, and she has many non-Selesnya friends aside from
can see within 30 feet of it. If the beast can hear the horn caller, the Guildpact. One of the most active advocates of cooper-
the beast uses its reaction to make one melee attack against a ation among the guilds, she is relying on personal connec-
target that the horncaller can see. tions with members of other guilds to help that effort.



CHAPlER 6 FRl!·NUS A~D FOES

S1M1c NPCs

Curiosity about the manifold wonders of life-as well
as the magical science involved in modifying it- leads
inquisitive and ambitious minds from across Ravnica to
join the Simic Combine. Grouped together in clades and
projects, Simic scientists look for new ways to speed the
nature's processes of adaptation and evolution, prepar- PRIME SPEAKER ZEGANA
ing organisms of all kinds that can thrive in the danger- The regal and reticent Prime Speaker Zegana is the
ous and ever-changing urban environment. merfolk guildmaster of the Simic Combine. She up-
Most Simic researchers are humans, vedalken, elves, holds the traditional ways of the guild and its utopian
and merfolk, or at least they were born that way. During philosophy, which espouses a vision of an ideal world in
their careers, they might give themselves such a wide which nature and civilization coexist in perfect balance.
variety of adaptations and augmentations that their her- Some people in the guild- members of the Adaptationist
itage is hard to ascertain. The Simic NPCs table sum- faction in particular-argue that her ways are outdated
marizes key roles within the guild. Statistics for these and the guild requires more practical leadership. In
NPCs are found in the Monster Manual unless the table response, Zegana maintains that she serves as prime
states otherwise. speaker only at the sufferance of the Speakers' Cham-
ber, and if the other speakers wish to replace her, they
S1 M 1 c NPCs are certainly within their rights to do so.
Role Appropriate Stat Block
ZEGANA'S TRAITS
Biomancer (creates hybrids) Biomancer*
Ideal: "Nature's patterns are the schematics for how
Forcemage (grows flora and fauna) Druid
to improve."
Terraformer (alters environments) Druid or mage
Bond: "I will use all the resources at my disposal to see
*Appears in this chapter that Ravnica becomes the best it can be."
Flaw: "I can't understand how progress could ever be
the wrong goal."
BIOMANCER
Nearly all the innovation and advancement in Simic bio-
engineering comes from the work of biomancers. Spe-
cialists in hybridizing and altering creatures through a
mixture of science and magic, they have spawned count-
less hybrids and krasis in search of the perfect union
between nature and civilization.

ZEGANA A CTIONS
Medium humanoid (merfolk), lawful neutral Prime Speaker's Trident. Melee or Ranged Weapon Attack: +10
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 +
Armor Class 16 (natural armor) 5) piercing damage, and the trident emits a thunderous boom.
Hit Points 130 (20d8 + 40) Each creature in a 15-foot cube originating from the prongs of
Speed 30 ft., swim 40 ft. the trident must make a DC 18 Constitution saving throw. On
a failed save, the creature takes 9 (2d8) thunder damage and is
STR DEX CON INT WIS CHA pushed 10 feet away from Zegana. If the creature is underwa·
11 (+O) 14 (+2) 14 (+2) 20 (+S) 18 (+4) 16 (+3)
ter, the damage is increased to 13 (3d8). On a successful save,
the creature takes half as much damage and isn't pushed.
Saving Throws Int +10, Wis +9
Skills Insight +9, Nature +10, Perception +9 Deluge (Recharge 4-6). Zegana conjures a wave of water that
Damage Resistances cold, poison crashes down on an area within 120 feet of her. The area can
Senses darkvision 60 ft., passive Perception 19 be up to 30 feet long, up to 10 feet wide, and up to l 0 feet tall.
languages Common, Elvish, Merfolk Each creature in that area must make a DC 18 Dexterity saving
Challenge 16 (15,000 XP) throw. On a failed save, a creature takes 18 (4d8) bludgeoning
damage and is knocked prone. On a successful save, a creature
Amphibious. Zegana can breathe air and water. takes half as much damage and isn't knocked prone. The wa·
ter spreads out across the ground, extinguishing unprotected
Legendary Resistance (3/Day). lfZegana fails a saving throw,
flames it comes in contact with, and then vanishes.
she can choose to succeed instead .
Magic Resistance. Zegana has advantage on saving throws LEG ENDARY A CTIO NS
against spells and other magical effects. Zegana can take 3 legendary actions, choosing from the op·
tions below. Only one legendary action option can be used at
Spellcasting. Zegana is a 15th-level Simic spellcaster. Her spell·
a time and only at the end of another creature's turn. Zegana
casting ability is Intelligence (spell save DC 18, +10 to hit with
regains spent legendary actions at the start of her turn.
spell attacks). She has the following wizard spells prepared:
Adaptive Skin. Zegana gains resistance to one damage type of
Cantrips (at will): acid splash, druidcraft, ray of frost, shape water
lst level (4 slots): color spray, expeditious retreat.fog her choice- acid, fire, lightning, or thunder-until the start
of her next turn.
cloud, shield
2nd level (3 slots): enlarge/reduce, gust of wind Trident. Zegana makes one melee attack with the Prime Speak·
er's Trident.
3rd level (3 slots): counterspell,fly, slow
Enlarge (Costs 2 Actions). Zegana casts enlarge/reduce on her·
4th level (3 slots): control water, ice storm, polymorph
self, using the enlarge option, without expending a spell slot.
5th level (2 slots): conjure elemental, creation
Deluge (Costs 3 Actions). Zegana uses Deluge, if available.
6th level (l slot): move earth, wall of ice
7th level (l slot): prismatic spray, teleport
8th level (l slot): control weather, dominate monster
UHAl'l ER b I f{(~;~DS A~D FOES

B IOMANCER Spellcasting. The biomancer is a 16th-level Simic spellcaster.
Medium humanoid (any race), neutral good Its spellcasting ability is Intelligence (spell save DC 17, +9 to
hit with spell attacks). The biomancer has the following wizard
spells prepared:
Armor Class 17 (splint)
Hit Points 110 (17d8 + 34) Cantrips (at will): acid splash, light, mending, poison spray,
Speed 30 ft. shocking grasp
1st level (4 slots): detect magic, grease, shield
STR DEX CON INT WIS CHA 2nd level (3 slots): alter self. darkvision, enlarge/reduce,
10 (+0) 15 (+2) 14 (+2) 20 (+S) 14 (+2) 15 (+2) hold person
3rd level (3 slots): counterspe/I, dispel magic, haste, protection
Saving Throws Int +9, Wis +6 from energy
Skills Arcana +9, Nature +9 4th level (3 slots): confusion, conjure minor elementals,
Senses passive Perception 12 polymorph
Languages Common plus any one language 5th level (2 slots): cone of cold, creation, hold monster
Challenge 10 (S,900 XP) 6th level (1 slot): move earth, wall of ice
7th level (1 slot): prismatic spray
Bolstering Presence. The biomancer magically emanates 8th level (1 slot): control weather
life-giving energy within 30 feet of itself. Any ally of the bio·
A CTIO N S
mancer that starts its turn there regains 5 (ld10) hit points.
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar·
Magic Resistance. The biomancer has advantage on saving get. Hit: 5 (ld6 + 2) slashing damage.
throws against spells and other magical effects.



l 11 \P'l IR b I fRIEl\O!i AND FOE


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