<?xml version="1.0" encoding="UTF-8"?>
<compendium version="5" auto_indent="NO">
    <!-- Races -->
    <race>
        <name>Centaur</name>
        <size>M</size>
        <speed>40</speed>
        <ability>Str 2, Wis 1</ability>
        <proficiency></proficiency>
        <spellAbility></spellAbility>
        <trait>
            <name>Description</name>
            <text>Roamers at heart, centaurs love open spaces and the freedom to travel. As much as they can, centaurs run. They race the wind, hooves thundering and tails streaming behind them.
                In the sprawling city of Ravnica, where "open road" seems like a contradiction and "open plain" is sheer nonsense, centaurs nevertheless retain a love of wide spaces and the freedom to travel. As much as they can, centaurs run—in wide plazas, spacious parks, and expanses of rubble and ruin. They race the wind, hooves thundering and tails streaming behind them, until the next wall looms in their path and brings them to a stop.
                Source: Guildmasters' Guide to Ravnica p. 15</text>
        </trait>
        <trait>
            <name>Age</name>
            <text>Centaurs mature and age at about the same rate as humans.
            </text>
        </trait>
        <trait>
            <name>Alignment</name>
            <text>Centaurs are inclined toward neutrality. Those who join the Selesnya are more often neutral good, while those who join the Gruul are typically chaotic neutral.
            </text>
        </trait>
        <trait>
            <name>Size</name>
            <text>Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.
            </text>
        </trait>
        <trait>
            <name>Fey</name>
            <text>Your creature type is fey, rather than humanoid.
            </text>
        </trait>
        <trait>
            <name>Charge</name>
            <text>If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
            </text>
        </trait>
        <trait>
            <name>Hooves</name>
            <text>Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
            </text>
        </trait>
        <trait>
            <name>Equine Build</name>
            <text>You count as one size larger when determining your carrying capacity and the weight you can push or drag.
                In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
            </text>
        </trait>
        <trait>
            <name>Survivor</name>
            <text>You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
            </text>
        </trait>
        <trait>
            <name>Languages</name>
            <text>You can speak, read, and write Common and Sylvan. Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces.
            </text>
        </trait>
        <trait>
            <name>Nature's Cavalry</name>
            <text>Centaurs have humanoid upper bodies, displaying all the human variety of skin tones and features. In size, they are comparable to a human rider mounted on a horse, and they fill similar roles—as cavalry, messengers, outriders, and scouts.
                Centaurs' ears are slightly pointed, but their faces are more wide and square than those of elves. Below the waist, they have the bodies of horses, with coats tending toward brown shades (chestnut or bay) and darker tails.
            </text>
        </trait>
        <trait>
            <name>Nature and Community</name>
            <text>Centaurs have a strong sense of the interconnectedness of the natural world, and they celebrate family and community as microcosms of that greater connection. The birth of a foal is always cause for festivities. At the same time, centaurs revere the traditions of the past, preserving old ways and keeping alive the legends of ancestral heroes. They feel a close kinship with wild animals, perhaps because of their own hybrid nature, and delight in the feeling of running alongside herds and packs of beasts.
            </text>
        </trait>
        <trait>
            <name>Centaur Names</name>
            <text>Centaurs' given names are passed down through family lines. The name given to a new foal is typically the name of the most recently deceased family member of the same gender, keeping alive the memory—and, the centaurs believe, some shard of the spirit—of the departed.
                Centaurs rarely use family names, but wear symbols that represent their family membership. These symbols might include graphical representations of plants or animals, printed mottos, braids and beads worn in the hair and tail, or even specific patterns of woven fabric.
            </text>
        </trait>
        <trait>
            <name>Nature's Cavalry</name>
            <text>Centaurs have the upper bodies, down to the waist, of muscular humans, displaying all the human variety of skin tones and features. Their ears are slightly pointed, but their faces are wider and squarer than those of elves. Below the waist, they have the bodies of small horses, with a similar range of coloration—from various shades of chestnut or bay to dappled or even zebra-like striped patterns. Most centaurs style their hair and their tails in a similar way. Selesnya centaurs favor long, flowing hair. Gruul centaurs cut their hair in rough, spiky styles.
                The upper bodies of centaurs are comparable to human torsos in size, and their lower equine bodies average about 4 feet tall at the withers. Though they are smaller than a human rider mounted on a horse, they fill similar roles as cavalry warriors, messengers, outriders, and scouts.
            </text>
        </trait>
        <trait>
            <name>Affinity for Nature</name>
            <text>Centaurs have an affinity for the natural world. Among the guilds that share that affinity, centaurs favor the rubblebelts of the Gruul Clans and the wide plazas of the Selesnya Conclave over the undercity tunnels of the Golgari and the laboratories of the Simic.
                Centaurs celebrate life and growth, and the birth of a foal is always cause for festivities. At the same time, they revere the traditions of the past, and among both the Gruul and the Selesnya they are voices of memory and history, preserving old ways and keeping alive the legends of ancestral heroes. They feel a close kinship with wild animals, perhaps because of their own horse-like bodies, and delight in the feeling of running alongside herds and packs of other beasts.
            </text>
        </trait>
        <trait>
            <name>Clans and Community</name>
            <text>Centaurs sense the interconnectedness of the natural world. Thus, they celebrate family and community as microcosms of that greater connection. Among the Gruul, they have a strong clan identity, and Selesnya centaurs are fiercely loyal to their individual communities as well as the guild as a whole. Their love of history and tradition also means that centaurs are more likely than most other Ravnicans to join the same guild that their parents did.
            </text>
        </trait>
        <trait>
            <name>Centaur Names</name>
            <text>Centaurs' given names are passed down through family lines. The name bestowed on a new foal is typically the name of the most recently deceased family member of the same gender, keeping alive the memory—and, the centaurs believe, some shard of the spirit—of the departed. Centaurs don't use family names, but they wear symbols that represent their family membership. These symbols might include graphical representations of plants or animals, printed mottoes, braids and beads worn in the hair and tail, or even specific patterns of woven fabric.
                • Male Names: Bonmod, Boruvo, Chodi, Drozan, Kozim, Milosh, Ninos, Oleksi, Orval, Radovas, Radom, Rostis, Svetyos, Tomis, Trijiro, Volim, Vlodim, Yarog
                • Female Names: Daiva, Dunja, Elnaya, Galisnya, Irinya, Kotyali, Lalya, Litisia, Madya, Mira, Nedja, Nikya, Ostani, Pinya, Rada, Raisya, Stasolya, Tatna, Zhendoya, Zoria
            </text>
        </trait>
    </race>
    <race>
        <name>Goblin (Ravnica)</name>
        <size>S</size>
        <speed>30</speed>
        <ability>Dex 2, Con 1</ability>
        <proficiency></proficiency>
        <spellAbility></spellAbility>
        <trait>
            <name>Description</name>
            <text>Whether sniveling in fear, cackling with mad laughter, or snarling in a fury, goblins are wretched and inconsequential—at least in the eyes of most of Ravnica's other folk. In their own minds, though, they are content to lurk in the shadows only until they fully come into their own and receive the recognition they believe they deserve. They are entitled to some credit for their tenacity, agility, crafty ingenuity, and dumb luck, all of which has enabled them to survive in a world overrun with creatures larger and more powerful than they are.
                Source: Guildmasters' Guide to Ravnica p. 16</text>
        </trait>
        <trait>
            <name>Age</name>
            <text>Goblins reach adulthood around age 8. They age noticeably faster than humans, and though few goblins live to old age, the most cautious rarely live longer than 60 years.
            </text>
        </trait>
        <trait>
            <name>Alignment</name>
            <text>Most of the goblins of Ravnica are chaotic, with no inclination toward good or evil.
            </text>
        </trait>
        <trait>
            <name>Size</name>
            <text>Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
            </text>
        </trait>
        <trait>
            <name>Darkvision</name>
            <text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
            </text>
        </trait>
        <trait>
            <name>Fury of the Small</name>
            <text>When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
            </text>
        </trait>
        <trait>
            <name>Nimble Escape</name>
            <text>You can take the Disengage or Hide action as a bonus action on each of your turns.
            </text>
        </trait>
        <trait>
            <name>Languages</name>
            <text>You can speak, read, and write Common and Goblin. In Ravnica, Goblin is a simplistic language with a limited vocabulary and fluid rules of grammar, unsuited for any sophisticated conversation.
            </text>
        </trait>
        <trait>
            <name>Small and Wiry</name>
            <text>Standing around 3 feet tall and covered in warty green or red skin, goblins have huge noses and ears. Their wiry bodies are surprisingly strong, and their mouths are full of sharp, crooked teeth.
                Most goblins are bald, either by heredity or by choice, but a few boast shocks of red or black hair. Their arms and legs are elongated in proportion to their small bodies, and their fingers and toes are also long and slender. Many goblins prefer to go unshod to leave their toes exposed for climbing.
            </text>
        </trait>
        <trait>
            <name>Unfettered Emotion</name>
            <text>Creatures of raw impulse, goblins are found among guilds that value that quality, particularly the Izzet (where they typically serve as attendants for researchers), the Gruul (in camps that form hapless buffers between the clans and civilized regions), the Rakdos (putting their love of explosions to good use), and occasionally the Boros (if they discover a well of discipline and courage within themselves, or find themselves unable to resist the shininess of Boros weapons and armor). Many goblins are guildless and make their way as members of street gangs.
                Sometimes driven by wild mood swings, goblins have an inclination toward destruction, which can take a playful form but is often anything but. Some goblins clobber things, others like to light them on fire, and many love to blow things up.
                Goblins have an outrageous sense of humor, usually expressed through mischievous pranks. The malicious among them find pleasure in the misfortune of others and tend to cackle maniacally whenever they're amused. They can act with apparent randomness, sometimes just to confuse and befuddle others.
            </text>
        </trait>
        <trait>
            <name>Goblin Names</name>
            <text>The Goblin language is fond of certain sounds, and goblin names tend to repeat those sounds to form what can sound like nonsense words. A goblin's name gives no indication of gender.
                • Goblin Names: Azzinax, Babolax, Blixanix, Crixizix, Dazzaz, Estrix, Finizix, Juzba, Kaluzax, Lyzaxa, Mizzix, Myznar, Nixispix, Paxizaz, Ravixiz, Stixil, Sunnix, Tozinox, Uxivozi, Vazozav, Wexiny, Zizzix
            </text>
        </trait>
    </race>
    
    <!-- Classes -->
    <class>
      <name>Cleric</name>
      <autolevel level="1">
          <feature optional="YES">
              <name>Divine Domain: Order Domain</name>
              <text>The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. On Ravnica, the domain is favored by clerics of the Azorius Senate, who use it to maintain and enforce the law, and of the Orzhov Syndicate, who exploit law and order for their personal gain. On other worlds, gods who grant access to this domain include Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus.</text>
              <text>The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their guilds or deities.</text>
              <text>Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.</text>
              <text>At each indicated cleric level, you add the listed spells to your spells prepared.</text>
              <text></text>
              <text>Cleric Level | Spells</text>
              <text>1st | command, heroism</text>
              <text>3rd | hold person, zone of truth</text>
              <text>5th | mass healing word, slow</text>
              <text>7th | compulsion, locate creature</text>
              <text>9th | commune, dominate person</text>
              <text></text>
              <text>Cleric Level | Spells</text>
              <text>1st | command, heroism</text>
              <text>3rd | hold person, zone of truth</text>
              <text>5th | mass healing word, slow</text>
              <text>7th | compulsion, locate creature</text>
              <text>9th | commune, dominate person</text>
              <text></text>
              <text>Cleric Level | Spells</text>
              <text>1st | command, heroism</text>
              <text>3rd | hold person, zone of truth</text>
              <text>5th | mass healing word, slow</text>
              <text>7th | compulsion, locate creature</text>
              <text>9th | commune, dominate person</text>
              <text></text>
              <text>Cleric Level | Spells</text>
              <text>1st | command, heroism</text>
              <text>3rd | hold person, zone of truth</text>
              <text>5th | mass healing word, slow</text>
              <text>7th | compulsion, locate creature</text>
              <text>9th | commune, dominate person</text>
              <text></text>
              <text>Cleric Level | Spells</text>
              <text>1st | command, heroism</text>
              <text>3rd | hold person, zone of truth</text>
              <text>5th | mass healing word, slow</text>
              <text>7th | compulsion, locate creature</text>
              <text>9th | commune, dominate person</text>
              <text></text>
              <text>Bonus Proficiencies</text>
              <text>   When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).</text>
              <text></text>
              <text>Voice of Authority</text>
              <text>   Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.</text>
              <text>   If the spell targets more than one ally, you choose the ally who can make the attack.</text>
              <text></text>
              <text>Source: Guildmasters' Guide to Ravnica p. 25</text>
          </feature>
      </autolevel>
      <autolevel level="2">
          <feature optional="YES">
              <name>Channel Divinity: Order's Demand (Order Domain)</name>
              <text>   Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.</text>
              <text>   As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.</text>
              <text></text>
              <text>Source: Guildmasters' Guide to Ravnica p. 25</text>
          </feature>
      </autolevel>
      <autolevel level="6">
          <feature optional="YES">
              <name>Embodiment of the Law (Order Domain)</name>
              <text>   At 6th level, you become remarkably adept at channeling magical energy to compel others.</text>
              <text>   If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.</text>
              <text>   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.</text>
              <text></text>
              <text>Source: Guildmasters' Guide to Ravnica p. 25</text>
          </feature>
      </autolevel>
      <autolevel level="8">
          <feature optional="YES">
              <name>Divine Strike (Order Domain)</name>
              <text>   At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.</text>
              <name>Blessed Strikes (Order Domain)</name>
              <text>   8th-level cleric Divine Domain feature (replaces Divine Strike)</text>
              <text>   In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
              <text></text>
              <text>Source: Guildmasters' Guide to Ravnica p. 25</text>
          </feature>
      </autolevel>
      <autolevel level="17">
          <feature optional="YES">
              <name>Order's Wrath (Order Domain)</name>
              <text>   Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.</text>
              <text></text>
              <text>Source: Guildmasters' Guide to Ravnica p. 25</text>
          </feature>
      </autolevel>
    </class>
    <class>
        <name>Druid</name>
        <autolevel level="2">
            <feature optional="YES">
                <name>Druid Circle: Circle of Spores</name>
                <text>Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.</text>
                <text>These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.</text>
                <text>Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.</text>
                <text></text>
                <text>Circle Spells</text>
                <text>   Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.</text>
                <text>   Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.</text>
                <text></text>
                <text>Druid Level | Circle Spells</text>
                <text>3rd | blindness/deafness, gentle repose</text>
                <text>5th | animate dead, gaseous form</text>
                <text>7th | blight, confusion</text>
                <text>9th | cloudkill, contagion</text>
                <text></text>
                <text>Druid Level | Circle Spells</text>
                <text>3rd | blindness/deafness, gentle repose</text>
                <text>5th | animate dead, gaseous form</text>
                <text>7th | blight, confusion</text>
                <text>9th | cloudkill, contagion</text>
                <text></text>
                <text>Druid Level | Circle Spells</text>
                <text>3rd | blindness/deafness, gentle repose</text>
                <text>5th | animate dead, gaseous form</text>
                <text>7th | blight, confusion</text>
                <text>9th | cloudkill, contagion</text>
                <text></text>
                <text>Druid Level | Circle Spells</text>
                <text>3rd | blindness/deafness, gentle repose</text>
                <text>5th | animate dead, gaseous form</text>
                <text>7th | blight, confusion</text>
                <text>9th | cloudkill, contagion</text>
                <text></text>
                <text>Druid Level | Circle Spells</text>
                <text>3rd | blindness/deafness, gentle repose</text>
                <text>5th | animate dead, gaseous form</text>
                <text>7th | blight, confusion</text>
                <text>9th | cloudkill, contagion</text>
                <text></text>
                <text>Halo of Spores</text>
                <text>   Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.</text>
                <text></text>
                <text>Symbiotic Entity</text>
                <text>   At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:</text>
                <text>• When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.</text>
                <text>• Your melee weapon attacks deal an extra 1d6 poison damage to any target they hit.</text>
                <text>   These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.</text>
                <text></text>
                <text>Rule Tip: Temporary Hit Points Don't Stack</text>
                <text>   If you have temporary hit points and receive more of them, you don't add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player's Handbook.</text>
                <text></text>
                <text>Source: Guildmasters' Guide to Ravnica p. 26</text>
            </feature>
        </autolevel>
        <autolevel level="6">
            <feature optional="YES">
                <name>Fungal Infestation (Circle of Spores)</name>
                <text>   At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.</text>
                <text>   In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.</text>
                <text>   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.</text>
                <text></text>
                <text>Source: Guildmasters' Guide to Ravnica p. 26</text>
            </feature>
        </autolevel>
        <autolevel level="10">
            <feature optional="YES">
                <name>Spreading Spores (Circle of Spores)</name>
                <text>   At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.</text>
                <text>   Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.</text>
                <text>   While the cube of spores persists, you can't use your Halo of Spores reaction.</text>
                <text></text>
                <text>Source: Guildmasters' Guide to Ravnica p. 26</text>
            </feature>
        </autolevel>
        <autolevel level="14">
            <feature optional="YES">
                <name>Fungal Body (Circle of Spores)</name>
                <text>   At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.</text>
                <text></text>
                <text>Source: Guildmasters' Guide to Ravnica p. 26</text>
            </feature>
        </autolevel>
    </class>
    
    <!-- Spells -->
    <spell>
        <name>Encode Thoughts</name>
        <level>0</level>
        <school>EN</school>
        <ritual>NO</ritual>
        <time>1 action</time>
        <range>Self</range>
        <components>S</components>
        <duration>8 hours</duration>
        <classes></classes>
        <text>Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.
            If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.
            Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)
            Source: Guildmasters' Guide to Ravnica p. 47
        </text>
    </spell>
    <race>
        <name>Loxodon</name>
        <size>M</size>
        <speed>30</speed>
        <ability>Con 2, Wis 1</ability>
        <proficiency></proficiency>
        <spellAbility></spellAbility>
        <trait>
            <name>Description</name>
            <text>Humanoid elephants, loxodons are often oases of calm in the busy streets of Ravnica. They hum or chant in their sonorous tones and move slowly or sit in perfect stillness. Provoked to action, loxodons are holy terrors—bellowing with rage, trumpeting and flapping their ears. Their still wisdom and their furious strength—as well as their fierce loyalty and unwavering conviction—are tremendous assets to their guilds.
                The humanoid elephants called loxodons are often oases of calm in the busy streets of Ravnica. They hum or chant in sonorous tones and move slowly or sit in perfect stillness. If provoked to action, loxodons are true terrors—bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to their guilds.
                Source: Guildmasters' Guide to Ravnica p. 17</text>
        </trait>
        <trait>
            <name>Age</name>
            <text>Loxodons physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60.
            </text>
        </trait>
        <trait>
            <name>Alignment</name>
            <text>Most loxodons are lawful, believing in the value of a peaceful, ordered life. They also tend toward good.
            </text>
        </trait>
        <trait>
            <name>Size</name>
            <text>Loxodons stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium.
            </text>
        </trait>
        <trait>
            <name>Powerful Build</name>
            <text>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
            </text>
        </trait>
        <trait>
            <name>Loxodon Serenity</name>
            <text>You have advantage on saving throws against being charmed or frightened.
            </text>
        </trait>
        <trait>
            <name>Natural Armor</name>
            <text>You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
            </text>
        </trait>
        <trait>
            <name>Trunk</name>
            <text>You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.
                Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
            </text>
        </trait>
        <trait>
            <name>Keen Smell</name>
            <text>Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.
            </text>
        </trait>
        <trait>
            <name>Languages</name>
            <text>You can speak, read, and write Common and Loxodon.
            </text>
        </trait>
        <trait>
            <name>Lumbering Giants</name>
            <text>Loxodons tower above most other humanoids, standing over seven feet tall. They have the heads—trunks, tusks, ears, and faces—of elephants, and hulking humanoid bodies covered by thick, leathery skin. Their hands have four thick digits, and their feet are the flat, ovalshaped feet of elephants.
                Like that of an elephant, a loxodon's trunk is a useful appendage that supplements the hands. In addition to providing a keen sense of smell, the trunk can be used to lift and carry even heavy objects, and the two finger-like protrusions at the tip are capable of delicate manipulation. The trunk can be used to carry both food and liquid to the mouth and can even act as a snorkel.
            </text>
        </trait>
        <trait>
            <name>Gifted Stoneworkers</name>
            <text>Loxodons are tireless, patient artisans, with an unrivaled intuition about their craft. While they make nurturing spiritual leaders, their gift at stonework is so natural that they are often at a loss when it comes to imparting their knowledge to others. Among the Selesnya, it primarily falls to them to build the guild's magnificent cathedral-like arboretum structures.
            </text>
        </trait>
        <trait>
            <name>Relentlessly Loyal</name>
            <text>Loxodons believe in the value of community and life, and thus are most often found in the Selesnya Conclave. Some who stress the benefits of order have been known to join the Orzhov Syndicate or the Azorius Senate.
                Loxodons believe that the members of a group have a responsibility to look out for each other. Once they have joined a guild or bonded with other individuals in any capacity, they devote themselves to maintaining that bond. They coordinate their efforts and are often willing to sacrifice themselves for the sake of the group. They expect the same loyalty and commitment from the other members of their communities and can be severe in their disappointment when their trust is betrayed.
                The primary difference among loxodons who join different guilds is their sense of the size of the communities they belong to. For loxodons in the Selesnya Conclave, the community is the world and all living beings in it, all valuable, all meant to live in harmony, and all interdependent. For Azorius loxodons, community primarily means the society of sentient races, who need law and order in order to function together. For those in the Orzhov Syndicate, community means the syndicate, with its interests taking priority over those of any other group.
            </text>
        </trait>
        <trait>
            <name>Loxodon Names</name>
            <text>A loxodon's name includes overtones of sound, produced in a loxodon's resonant nasal chambers, that indicate status, family connection, and community role. Since most members of other races can't hear or distinguish these tones, let alone produce them, loxodons often translate them into titles, such as Hierarch, Revered, Grandmother, Healer, or Saint.
                • Male Names: Bayul, Berov, Brooj, Chedumov, Dobrun, Droozh, Golomov, Heruj, Ilromov, Kel, Nikoom, Ondros, Radomov, Svetel, Tamuj, Throom, Vasool
                • Female Names: Ajj, Boja, Dancu, Dooja, Elyuja, Fanoor, Irij, Jasoo, Katrun, Lyooda, Mayja, Radu, Shuja, Soofya, Totoor, Verij, Vesmova, Yoolna, Zarij, Zoorja
            </text>
        </trait>
        <trait>
            <name>Lumbering Giants</name>
            <text>Loxodons tower above most other humanoids, standing over 7 feet tall. They have the heads—trunks, tusks, ears, and faces—of elephants, and hulking bipedal bodies covered by thick, leathery skin. Each of their hands has four thick digits, and their feet are the flat-bottomed, oval-shaped feet of elephants.
                Like that of an elephant, a loxodon's trunk is a useful appendage. In addition to providing a keen sense of smell, the trunk can be used to lift and carry even heavy objects. The trunk can be used to carry both food and liquid to the mouth and can even act as a snorkel.
            </text>
        </trait>
        <trait>
            <name>Gifted Stoneworkers</name>
            <text>Loxodons are tireless, patient artisans with an unrivaled intuition about their craft. Although they make nurturing spiritual leaders, their gift for stonework is so ingrained that they are often at a loss when they try to impart that knowledge to others. Among the Selesnya, it primarily falls to loxodons to build the guild's magnificent, cathedral-like arboretum structures.
            </text>
        </trait>
        <trait>
            <name>Relentlessly Loyal</name>
            <text>Loxodons believe in the value of community and life, and thus are most often found in the Selesnya Conclave. Some find fulfillment in the cause of order by joining the Orzhov Syndicate or the Azorius Senate.
                Loxodons believe that the members of a group have a responsibility to look out for each other. Once they have joined a guild or bonded with other individuals in any capacity, loxodons devote themselves to maintaining that bond. They coordinate their efforts and are often willing to sacrifice themselves for the sake of the group. They expect reciprocal loyalty and commitment from the other members of their communities and can be severe in their disappointment when their trust is betrayed.
                The primary difference between loxodons who join different guilds is their sense of the size of the community they belong to. For loxodons in the Selesnya Conclave, their community is the world and all living beings in it—everything valuable, meant to live in harmony, and interdependent. For Azorius loxodons, community primarily means a society of different peoples who need adherence to law and order so they can function together. For those in the Orzhov Syndicate, community means the syndicate alone, with its interests taking priority over those of any other group.
            </text>
        </trait>
        <trait>
            <name>Loxodon Names</name>
            <text>A loxodon's name includes subtle tones, produced in a loxodon's resonant nasal chambers, that indicate status, family connection, and community role. Since most non-loxodons can't distinguish these underlying tones, let alone produce them, loxodons often translate them into titles, such as Hierarch, Revered, Grandmother, Healer, or Saint, when interacting with other races.
                • Male Names: Bayul, Berov, Brooj, Chedumov, Dobrun, Droozh, Golomov, Heruj, Ilromov, Kel, Nikoom, Ondros, Radomov, Svetel, Tamuj, Throom, Vasool
                • Female Names: Ajj, Boja, Dancu, Dooja, Elyuja, Fanoor, Irij, Jasoo, Katrun, Lyooda, Mayja, Radu, Shuja, Soofya, Totoor, Verij, Vesmova, Yoolna, Zarij, Zoorja
            </text>
        </trait>
    </race>
    <race>
        <name>Minotaur</name>
        <size>M</size>
        <speed>30</speed>
        <ability>Str 2, Con 1</ability>
        <proficiency></proficiency>
        <spellAbility></spellAbility>
        <trait>
            <name>Description</name>
            <text>These traits are also suitable for minotaurs in other D&amp;D worlds where these people have avoided the demonic influence of Baphomet.
                The minotaurs of Ravnica are strong in body, dedication, and courage. They are at home on the battlefield, willing to fight for their various causes. They combine a burning fury in battle with keen tactics that make them excellent commanders as well as valuable shock troops.
                Source: Guildmasters' Guide to Ravnica p. 18</text>
        </trait>
        <trait>
            <name>Age</name>
            <text>Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.
            </text>
        </trait>
        <trait>
            <name>Alignment</name>
            <text>Most minotaurs who join the Boros Legion lean toward lawful alignments, while those associated with the Cult of Rakdos or the Gruul Clans tend toward chaotic alignments.
            </text>
        </trait>
        <trait>
            <name>Size</name>
            <text>Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.
            </text>
        </trait>
        <trait>
            <name>Horns</name>
            <text>Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
            </text>
        </trait>
        <trait>
            <name>Goring Rush</name>
            <text>Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
            </text>
        </trait>
        <trait>
            <name>Hammering Horns</name>
            <text>Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
            </text>
        </trait>
        <trait>
            <name>Imposing Presence</name>
            <text>You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.
            </text>
        </trait>
        <trait>
            <name>Languages</name>
            <text>You can speak, read, and write Common and Minotaur.
            </text>
        </trait>
        <trait>
            <name>Horns and Hooves</name>
            <text>Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from damage.
                Manes of shaggy fur extend down minotaurs' necks and powerful backs, and males have long tufts of hair on their chins and cheeks. Their legs end in heavy, cloven hooves. Minotaurs are born with long, tufted tails, but minotaurs of the Ordruun clan (and some others) have their tails docked as part of a coming-of-age ceremony; they find the heavy armor of the Boros legion much more comfortable without a long tail in the way.
            </text>
        </trait>
        <trait>
            <name>Strength and Zeal</name>
            <text>Minotaurs are zealous and love battle. They are found among the Gruul Clans, but the minotaurs of the Ordruun family line, long associated with the Boros Legion, are much better known and respected. Boros minotaurs choose the precision of the legion over the fury of the pack.
                Minotaurs tend to vent their outrage through violence, but they aren't generally quick to anger. They are passionate, loving their friends and partners fiercely, and they laugh loud and long at good jokes.
            </text>
        </trait>
        <trait>
            <name>Family and Guild</name>
            <text>Minotaur legends describe a small pantheon of heroes—perhaps they were once thought of as gods—who established the minotaurs' place in the world. Every minotaur in Ravnica claims descent from one of these heroes. The Ordruun line is the most prominent, with thousands of members descended from an ancient hero who is said to have taught minotaurs the arts of war. Other important family lines include the Kharran line (primarily associated with the Gruul Scab clan), the Drendaa line (found scattered among the Gruul Clans), and the Tazgral line (divided between the Boros and the Gruul, with a significant number in the Rakdos as well).
                Since each family line has so many members, minotaurs don't usually find it helpful to connect the name of the line to their personal names; even though Commander Grozdan of the Boros Legion's Kamen Fortress is a prominent member of the Ordruun line, he would never call himself Grozdan Ordruun the way a human would.
            </text>
        </trait>
        <trait>
            <name>Minotaur Names</name>
            <text>The legends that recount the deeds of ancient minotaur heroes are full of other names as well: those of the retainers, allies, lovers, servants, enemies, and others who played roles, however small, in the lives of the heroes. Almost every minotaur name is drawn from that long list of minor characters of legend, so that those folk are never forgotten.
                • Male Names: Alovnek, Brogmir, Brozhdar, Dornik, Drakmir, Drazhan, Grozdan, Kalazmir, Klattic, Melislek, Nirikov, Prezhlek, Radolak, Rugilar, Sarovnek, Svarakov, Trovik, Vraslak, Yarvem
                • Female Names: Akra, Bolsa, Cica, Dakka, Drakisla, Eleska, Enka, Irnaya, Jaska, Kalka, Makla, Noraka, Pesha, Raisha, Sokali, Takyat, Vrokya, Veska, Yelka, Zarka, Zoka
            </text>
        </trait>
    </race>
    <race>
        <name>Simic Hybrid</name>
        <size>M</size>
        <speed>30</speed>
        <ability>Con 2</ability>
        <proficiency></proficiency>
        <spellAbility></spellAbility>
        <trait>
            <name>Description</name>
            <text>The Simic Combine uses magic to fuse different life forms together. In recent years, they have extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the so-called Guardian Project is to build a Simic army of superior soldiers, perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes call themselves guardians.
                The Simic Combine uses magic to fuse different life forms together. In recent years, the Simic Combine has extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the Guardian Project is to build a Simic army of soldiers perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes refer to themselves as guardians.
                Source: Guildmasters' Guide to Ravnica p. 20</text>
        </trait>
        <trait>
            <name>Age</name>
            <text>Hybrids begin their lives as adult humans, elves, or vedalken. They age at a slightly accelerated rate, so their maximum life spans are probably reduced somewhat. The Guardian Project has not been operating long enough to observe the full effect of this phenomenon.
            </text>
        </trait>
        <trait>
            <name>Alignment</name>
            <text>Most hybrids share the generally neutral outlook of the Simic Combine. They are more interested in scientific research and the standing of their guild than in moral or ethical questions. Those who leave the Combine, however, often do so because their philosophical outlook and alignment are more in line with a different guild's.
            </text>
        </trait>
        <trait>
            <name>Size</name>
            <text>Your size is Medium, within the normal range of your humanoid base race.
            </text>
        </trait>
        <trait>
            <name>Darkvision</name>
            <text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
            </text>
        </trait>
        <trait>
            <name>Languages</name>
            <text>You can speak, read, and write Common and your choice of Elvish or Vedalken.
            </text>
        </trait>
        <trait>
            <name>Animal Enhancement</name>
            <text>Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level.
                At 1st level, choose one of the following options:
                • Manta Glide: You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
                • Nimble Climber: You have a climbing speed equal to your walking speed.
                • Underwater Adaptation: You can breathe air and water, and you have a swimming speed equal to your walking speed.
                At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options:
                • Grappling Appendage: You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment.
                • Carapace: Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor.
                • Acid Spit: As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Consitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
            </text>
        </trait>
        <trait>
            <name>Extensive Adaptation</name>
            <text>Simic hybrids share many of the characteristics of their original race, including their basic physical form. Human hybrids are the most versatile, filling a variety of roles. Agile elf hybrids retain the ability to see in darkness, making them ideal as spies, scouts, and infiltrators. And vedalken hybrids possess the same calculating intellect as other vedalken, making them superior tacticians, strategists, and spellcasters.
                Hybrids' biological enhancements can change their appearance drastically. All hybrids possess some physical characteristics of animals, mostly aquatic and reptilian creatures. These include crab claws, squid tentacles, wings that look like mays or fins, translucent or camouflaged skin, or sharklike maws filled with sharp teeth.
                Hybrids are the product of Simic magic. It's not impossible for a hybrid to leave the Simic Combine and join another guild, but the Simic would consider the hybrid a deserter and the new guild might never fully welcome a hybrid who could easily be a Simic spy.
            </text>
        </trait>
        <trait>
            <name>Hybrid Names</name>
            <text>A hybrid usually bears the name given by their human, elf, or vedalken parents. But some hybrids assume a new name after their transformation, a name chosen by themselves or by those who transformed them.
            </text>
        </trait>
        <trait>
            <name>Extensive Adaptation</name>
            <text>A hybrid's biological enhancements can change its appearance drastically, though most hybrids retain their basic physical form. All are augmented with characteristics of animals, mostly aquatic, reptilian, or amphibian creatures. These include crab claws, squid tentacles, wings or fins like those of manta rays, translucent or camouflaged skin, or shark-like maws filled with sharp teeth.
                Hybrids are the product of Simic magic. It's not impossible for a hybrid to leave the Simic Combine and join another guild, but the Simic would consider the individual a deserter. And the new guild might never fully welcome a hybrid who could easily be a Simic spy.
            </text>
        </trait>
        <trait>
            <name>Simic Hybrid Names</name>
            <text>A hybrid usually bears the name given by their human, elf, or vedalken parents. Some hybrids assume a new name after their transformation—a name chosen personally or by those who transformed them.
            </text>
        </trait>
    </race>
    <race>
        <name>Vedalken</name>
        <size>M</size>
        <speed>30</speed>
        <ability>Int 2, Wis 1</ability>
        <proficiency></proficiency>
        <spellAbility></spellAbility>
        <trait>
            <name>Description</name>
            <text>Nothing is perfect—vedalken believe this and rejoice in it. Every imperfection is a chance for improvement, whether it's in law or in science, and progress is an endless march toward a state of perfection that might never be reached. This leads vedalken to pursue their work with delighted enthusiasm, never deterred by setbacks and excited by every opportunity for improvement.
                Nothing is perfect. Vedalken not only believe this fact, they rejoice in it. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never be reached. This viewpoint leads vedalken to pursue their work with delighted enthusiasm, never deterred by setbacks and excited by every opportunity for improvement.
                Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of blue or violet. They lack external ears, their noses are broad and flat, and they are partially amphibious.
                Source: Guildmasters' Guide to Ravnica p. 21</text>
        </trait>
        <trait>
            <name>Age</name>
            <text>Vedalken mature slower than humans do, reaching maturity around age 40. Their life span is typically 350 years, with some living to the age of 500.
            </text>
        </trait>
        <trait>
            <name>Alignment</name>
            <text>Vedalken are usually lawful and non-evil.
            </text>
        </trait>
        <trait>
            <name>Size</name>
            <text>Tall and slender, Vedalken stand 6 to 6½ feet tall on average and usually weigh less than 200 pounds. Your size is Medium.
            </text>
        </trait>
        <trait>
            <name>Vedalken Dispassion</name>
            <text>You have advantage on all Intelligence, Wisdom, and Charisma saving throws.
            </text>
        </trait>
        <trait>
            <name>Tireless Precision</name>
            <text>You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand.  You are also proficient with one tool of your choice.
                Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.
            </text>
        </trait>
        <trait>
            <name>Partially Amphibious</name>
            <text>By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest.
            </text>
        </trait>
        <trait>
            <name>Languages</name>
            <text>You can speak, read, and write Common, Vedalken, and one other language of your choice.
            </text>
        </trait>
        <trait>
            <name>Cool Rationality</name>
            <text>Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin covers a range of shades of blue, from pale sky blue through bright azure to deep indigo, almost purple. Their eyes are darker shades of blue or violet. They lack external ears, and their noses are broad and flat.
                As a rule, vedalken are gregarious in conversation. However, they are private concerning their personal lives, and they tend to engage more with ideas than with people. They form close friendships based on mutual interests or compelling disagreements, and their interactions focus on their thoughts about those issues rather than their feelings about them. To members of other races, vedalken often appear cold, even emotionless. That assessment isn't fair—they feel emotion every bit as vividly as other races, but they are skilled at not displaying it. Cool rationality guides their actions, they make and follow careful plans, and they are patient enough to do nothing at all when the ideal outcome relies on inaction.
            </text>
        </trait>
        <trait>
            <name>Reasoning toward Perfection</name>
            <text>Their curious intellects and rational minds incline vedalken strongly toward membership in the Azorius Senate, the Simic Combine, and (less often) the Izzet League. Whatever their guild affiliation, they put their intelligence to use in crafting and improving things: laws, procedures, and magical sciences.
                Vedalken believe that the path toward the impossible goal of perfection is built with bricks of education, careful deliberation, and controlled experimentation. (Their desire for close control to prevent disastrous mistakes makes them generally less inclined toward the Izzet League, where explosive mistakes are celebrated.) Some vedalken direct their energy toward perfecting themselves, including by means of Simic bioengineering or through extensive study, while others focus on perfecting society through the careful crafting and application of laws.
            </text>
        </trait>
        <trait>
            <name>Vedalken Names</name>
            <text>Vedalken are given names at birth, but usually choose new names for themselves as part of their transition into adulthood. They rarely use family names.
                • Male Names: Aglar, Bellin, Dallid, Firellan, Kavin, Koplony, Lomar, Mathvan, Modar, Nebun, Nhillosh, Nitt, Otrovac, Ovlan, Pelener, Rill, Trivaz, Uldin, Yolov, Zataz
                • Female Names: Azi, Barvisa, Brazia, Direll, Fainn, Griya, Hallia, Katrille, Kovel, Lilla, Mirela, Morai, Nedress, Ossya, Pierenn, Roya, Sestri, Triel, Uzana, Yaraghiya, Zlovol
            </text>
        </trait>
        <trait>
            <name>Cool Rationality</name>
            <text>Despite being talkative, vedalken keep their personal lives private, and they tend to engage more with ideas than with people. They form close friendships based on mutual interests or compelling disagreements, and their interactions dwell on their thoughts about those issues rather than their feelings about them.
                To members of other races, vedalken often seem cold, even emotionless. That assessment isn't fair—they feel emotion every bit as intensely as other folk do, but they are skilled at not displaying it. Cool rationality guides their actions, they make and follow careful plans, and they are patient enough to do nothing when the ideal outcome relies on such inaction.
            </text>
        </trait>
        <trait>
            <name>Reasoning toward Perfection</name>
            <text>Their curious intellects and rational minds incline vedalken toward membership in the Azorius Senate, the Simic Combine, and (less often) the Izzet League. Whatever their guild affiliation, they put their intelligence to use in crafting and improving things, whether those things are laws, procedures, or magical sciences.
                Vedalken believe that the path toward the impossible goal of perfection is paved with bricks of education, careful deliberation, and controlled experimentation. Some vedalken direct their energy toward perfecting themselves, whether by means of Simic bioengineering or through extensive study, and others concentrate on perfecting society through the careful drafting and application of laws.
            </text>
        </trait>
        <trait>
            <name>Vedalken Names</name>
            <text>Vedalken are given names at birth, but usually choose new names for themselves as part of their transition into adulthood. They rarely use family names.
                • Male Names: Aglar, Bellin, Dallid, Firellan, Kavin, Koplony, Lomar, Mathvan, Modar, Nebun, Nhillosh, Nitt, Otrovac, Ovlan, Pelener, Rill, Trivaz, Uldin, Yolov, Zataz
                • Female Names: Azi, Barvisa, Brazia, Direll, Fainn, Griya, Hallia, Katrille, Kovel, Lilla, Mirela, Morai, Nedress, Ossya, Pierenn, Roya, Sestri, Triel, Uzana, Yaraghiya, Zlovol
            </text>
        </trait>
    </race>
    
    <!-- Backgrounds -->
    <background>
        <name>Azorius Functionary</name>
        <proficiency>Insight, Intimidation</proficiency>
        <trait>
            <name>Description</name>
            <text>The brutes are at the gate, chaos is looming, and the only thing standing in the way of disaster is the foundation of law and order—as embodied in the Azorius Senate. You're a proud member of the Azorius guild, which both enacts and enforces the laws that make Ravnican society function smoothly and safely.
                • Skill Proficiencies: Insight, Intimidation
                • Languages: Two of your choice
                • Equipment: An Azorius insignia, a scroll containing the text of a law important to you, a Ink (1-ounce bottle), a ink pen, a set of fine clothes, and a belt pouch containing 10 gp (Azorius-minted 1-zino coins)
                Source: Guildmasters' Guide to Ravnica p. 33</text>
        </trait>
        <trait>
            <name>Feature: Legal Authority</name>
            <text>You have the authority to enforce the laws of Ravnica, and that status inspires a certain amount of respect and even fear in the populace. People mind their manners in your presence and avoid drawing your attention; they assume you have the right to be wherever you are. Showing your Azorius insignia gets you an audience with anyone you want to talk to (though it might cause more problems than it solves when you're dealing with incorrigible lawbreakers). If you abuse this privilege, though, you can get in serious trouble with your superiors and even be stripped of your position.
            </text>
        </trait>
        <trait>
            <name>Azorius Guild Spells</name>
            <text>Prerequisite: Spellcasting or Pact Magic class feature
                For you, the spells on the Azorius Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
                Spell Level | Spells
                Cantrip | friends, message
                1st | command, ensnaring strike
                2nd | arcane lock, calm emotions, hold person
                3rd | clairvoyance, counterspell
                4th | compulsion, divination
                5th | dominate person
                
                Your magic often takes the form of blue or golden runes floating and glowing in the air in circular patterns or of shimmering azure barriers of magical energy. If you cast ensnaring strike, for example, the vines created by the spell might appear as rune-inscribed glowing bands that wrap around the target and hold it in place.
            </text>
        </trait>
        <trait>
            <name>Suggested Characteristics</name>
            <text>Members of the Azorius Senate tend toward a demeanor of cold dignity and a pragmatic, orderly nature. Steeped in the law as they are, their ideals and priorities revolve around legal issues.
                d8 | Trait
                1 | I try never to let my judgment become clouded by emotion.
                2 | I have infinite patience with the dolts and boors I'm forced to deal with every day.
                3 | When I give an order, I expect it to be obeyed.
                4 | I just want things the way I like them: neat, orderly, and clean.
                5 | No wrongdoing can escape my watchful gaze.
                6 | I always say exactly what I mean, no matter how many words it takes to communicate the particular nuance I am attempting to convey.
                7 | I'm very literal and don't appreciate metaphor or sarcasm.
                8 | I never change my mind once it's made up.
                
                d6 | Ideal
                1 | Guild. My guild is all that really matters. (Any)
                2 | Order. The law is meant to ensure that the gears of society turn smoothly and quietly. (Lawful)
                3 | Peace. The ultimate object of the law is to remove violence from society. (Good)
                4 | Compliance. Coercion is a fine way of ensuring that the laws are obeyed. (Lawful)
                5 | Legislation. The law embodies excellence in its precision and detail. (Lawful)
                6 | Punishment. A public display of consequences is an excellent deterrent for other criminals. (Evil)
                
                d6 | Bond
                1 | I am beholden to an Azorius arrester who captured the criminal who killed my parents, saving me from the same fate.
                2 | I hope one day to write the laws, not just enforce them.
                3 | I tried and failed to prevent a murder, and I have sworn to find and arrest the perpetrator.
                4 | I successfully prevented a murder, and the would-be perpetrator wants me dead.
                5 | One of my parents was prominent in the guild, and I resent constantly being compared to that standard.
                6 | I've modeled my career after a highly respected lawmage or arrester, but I fear that my role model might be involved in something illegal.
                
                d6 | Flaw
                1 | I'm unable to distinguish between the letter and the spirit of the law.
                2 | I seem like a harsh judge to others, but I judge myself most harshly of all.
                3 | I have a secret, illegal vice.
                4 | I was traumatized by witnessing a crime as a child.
                5 | I'm incapable of deception.
                6 | I wish I had joined the Boros, but I fear they'd never accept me.
            </text>
        </trait>
        <trait>
            <name>Contacts</name>
            <text>The Azorius Senate is a sprawling bureaucracy, and people in a variety of positions throughout the guild can pull strings to make things happen. Because of the guild's role in making and enforcing laws for the entire city, your place in the Azorius can easily bring you into contact with members of other guilds, for good or ill.
                Roll twice on the Azorius Contacts table (for an ally and a rival) and once on the Non-Azorius Contacts table.
                d8 | Contact
                1 | As a teenager, I was a page for a prominent judge.
                2 | One of my childhood friends is now a precognitive mage in service of the guild.
                3 | I joined the Azorius hoping to impress an arrester whom I admire.
                4 | My former mentor is now a warden at Udzec, the new Azorius prison.
                5 | I was second best at everything in my legal training, and now I work with the person who was always just a little bit better.
                6 | A good friend was promoted into work they can't tell me about.
                7 | I know a homunculus in the halls of New Prahv who can get things done behind the scenes.
                8 | I was once summoned to the presence of Supreme Judge Isperia, the guildmaster of the Azorius, who complimented me on my work.
                
                d10 | Contact
                1 | Roll an additional Azorius contact; you can decide if the contact is an ally or a rival.
                2 | The person who recruited me into the Azorius left and joined the Boros.
                3 | I have a friendship with a Dimir agent who sometimes funnels me secrets about Azorius activities.
                4 | A Golgari spore druid would love to see me slip up and break the law.
                5 | A lesser Gruul chieftain seems to think I could be useful.
                6 | The black sheep of my family is putting their maniacal genius to use in the Izzet.
                7 | I'm friends with an Orzhov advokist; we compare notes on different forms of law magic.
                8 | I was ridiculed once in a Rakdos performance; the performer was impressed with my good humor about it and now does me occasional favors.
                9 | I have a fanatical Selesnya cousin who keeps trying to recruit me and everyone else in the family.
                10 | While growing up, I was bullied by a brat who's now a hybrid in the Simic Combine.
            </text>
        </trait>
        <trait>
            <name>How Do I Fit In?</name>
            <text>As a member of the Azorius Senate, you are probably engaged in the work of law enforcement (even if your background involved the legislative or judicial aspects of the senate's activities). Legislative aides and judges' clerks find little reason to venture beyond the Azorius guildhalls, but soldiers and lawmages patrol the streets daily.
                An Azorius soldier or lawmage is a force for order, charged with fighting crime on the streets—and in the halls of power. You might spend your time foiling thefts, putting a stop to Orzhov extortion, rooting out Dimir spies, or hunting down Golgari assassins. Perhaps you take your orders from a precognitive mage (or you are one yourself) who receives unpredictable and cryptic visions of future crimes that you and your allies must try to prevent.
            </text>
        </trait>
    </background>
    <background>
        <name>Boros Legionnaire</name>
        <proficiency>Athletics, Intimidation</proficiency>
        <trait>
            <name>Description</name>
            <text>As a member of the Boros Legion, your life is devoted to the service of angels and consecrated to the work of establishing justice and peace on the streets of Ravnica. You might be a true believer, inspired by the example of the angels, moved by the plight of the downtrodden, and devoted to the cause of justice. Or you could be a cynic in the ranks, perhaps because you reluctantly followed in the footsteps of a Boros parent, succumbed to the persuasion of a charismatic recruiter's lofty promises, or were drawn in by the prospect of a life of action.
                • Skill Proficiencies: Athletics, Intimidation
                • Tool Proficiencies: One type of gaming set
                • Languages: Choose one of Celestial, Draconic, Goblin, or Minotaur
                • Equipment: A Boros insignia, a feather from an angel's wing, a tattered piece of a Boros banner (a souvenir from a famous battle), a set of common clothes, and a belt pouch containing 2 gp (Boros-minted 1-zino coins)
                Source: Guildmasters' Guide to Ravnica p. 40</text>
        </trait>
        <trait>
            <name>Feature: Legion Station</name>
            <text>You have an established place in the hierarchy of the Boros Legion. You can requisition simple equipment for temporary use, and you can gain access to any Boros garrison in Ravnica, where you can rest in safety and receive the attention of medics. You are also paid a salary of 1 gp (a Boros-minted 1-zino coin) per week, which (combined with free lodging in your garrison) enables you to maintain a poor lifestyle between adventures.
            </text>
        </trait>
        <trait>
            <name>Boros Guild Spells</name>
            <text>Prerequisite: Spellcasting or Pact Magic class feature
                For you, the spells on the Boros Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
                Spell Level | Spells
                Cantrip | fire bolt, sacred flame
                1st | guiding bolt, heroism
                2nd | aid, scorching ray
                3rd | beacon of hope, blinding smite
                4th | death ward, wall of fire
                5th | flame strike
                
                Your magic often features dramatic bursts of flame or radiance. When you cast beneficial spells on your allies, they appear momentarily surrounded with halos of bright fire.
            </text>
        </trait>
        <trait>
            <name>Suggested Characteristics</name>
            <text>The Boros Legion is a zealous army, full of righteous energy tempered with military discipline. Its members share its leadership's devotion to the ideals of justice, or they find satisfaction in the more warfare-oriented aspects of the legion's work.
                d8 | Personality Trait
                1 | I approach every task with the same high degree of military precision.
                2 | I am always the first into the fray.
                3 | I bear any injury or indignity with stoic discipline.
                4 | My righteous wrath is easily inflamed by the slightest iniquity.
                5 | My honor is more important to me than my life.
                6 | Dangerous work is best accomplished by an orderly group working with common purpose.
                7 | I treat my weapons, uniform, and insignia with reverence, for they are gifts of the angels.
                8 | I pace when standing and fidget incessantly when forced to sit.
                
                d6 | Ideal
                1 | Guild. My guild is all that really matters. (Any)
                2 | Justice. Achieving justice requires establishing fair, equitable, and compassionate relationships within a community. (Good)
                3 | Protection. It isn't right for innocents to suffer because of the arrogance of the powerful. (Good)
                4 | Solidarity. It is most crucial to act with a single will, marching side by side in perfect accord. (Lawful)
                5 | Order. Society functions only if people do their duty and respect the chain of command. (Lawful)
                6 | Conviction. Anything worth doing is worth doing with your whole heart. (Lawful)
                
                d6 | Bond
                1 | I would lay down my life for Aurelia and the angels.
                2 | I owe my life to the Boros captain who took me in when I was living on the streets.
                3 | My fellow legionnaires are my family.
                4 | I wield the same Boros weapon my grandparent did, for the honor of our family.
                5 | I ran with the Rakdos in my youth, and I'm striving to atone for my past misdeeds.
                6 | I do what I can to help out the spouse of a comrade who died in battle.
                
                d6 | Flaw
                1 | I act bravely when I'm in a group, but I'm a coward when I'm alone.
                2 | I see everything in clear-cut black and white.
                3 | I'm just a little fascinated by the ways of the Gruul.
                4 | I trust the chain of command more than anything—more even than my closest friends.
                5 | I'm slow to trust members of other guilds.
                6 | I've been known to turn a blind eye to injustice, with the help of a modest bribe.
            </text>
        </trait>
        <trait>
            <name>Contacts</name>
            <text>The ordered structure of the Boros Legion offers abundant opportunities to make friends—and rivals—in higher places. You might have close friends in other guilds that share the Boros emphasis on order and community, or bitter enemies among the guilds that represent chaos and destruction.
                Roll twice on the Boros Contacts table (for an ally and a rival) and once on the Non-Boros Contacts table.
                d8 | Contact
                1 | A former comrade in arms was promoted into the prestigious Sunhome Guard.
                2 | One of my parents is a ranking Boros officer.
                3 | A close friend serves aboard the Parhelion II, a flying fortress.
                4 | I had a tangled affair with a Boros garrison captain.
                5 | I have maintained a relationship with one of my instructors at Horizon Military Academy.
                6 | I competed with a fellow student for the attention of a mentor at Horizon Military Academy.
                7 | The person who recruited me into the legion changed the course of my life.
                8 | A Boros angel knows my name.
                
                d10 | Contact
                1 | One of my siblings is an Azorius arrester.
                2 | Roll an additional Boros contact; you can decide if the contact is an ally or a rival.
                3 | I showed mercy to an injured, now-grateful Dimir spy.
                4 | I suspect someone I know is a Golgari assassin, but I can't prove it.
                5 | An adolescent relative ran off to join the Gruul in an act of rebellion and has not yet returned.
                6 | I once befriended an Izzet scientist, and we're still cordial though the relationship ended messily.
                7 | I owe a monetary debt to an Orzhov syndic.
                8 | A Rakdos blood witch seems to enjoy harassing me.
                9 | I tried to recruit a friend who ended up joining the Selesnya.
                10 | I keep running into a particular Simic biomancer, and I enjoy the arguments that inevitably result.
            </text>
        </trait>
        <trait>
            <name>How Do I Fit In?</name>
            <text>As a member of the Boros Legion, you are subject to the orders of your superior officers. You go where the angels tell you to go, and you do what they command you to do, to the best of your ability. If you enjoy some measure of independence, it's either because you have proven yourself capable of working without close supervision or because you're a rebellious sort who is willing to disobey orders now and face the consequences later.
                As a soldier on the street, you are tasked with bringing dangerous threats like the Rakdos and the Gruul in line. You might contend with Rakdos performances gone horribly out of control, Gruul raids on outlying neighborhoods, shipments of rot-infested vegetation from the Golgari undercity, and violent uprisings among the guildless. At the same time, you might have to worry about Dimir spies infiltrating your leadership, overzealous or corrupt Azorius senators abusing the law at the expense of justice, Izzet experiments leveling city blocks, and Simic creations that break out of laboratories and wreak havoc through the Tenth District.
            </text>
        </trait>
    </background>
    <background>
        <name>Dimir Operative</name>
        <proficiency>Deception, Stealth</proficiency>
        <trait>
            <name>Description</name>
            <text>You're a spy. Secrets and misinformation are your stock in trade. You skulk in the shadows, infiltrate other guilds, and steal the most precious secrets, whether they're written in locked journals or hidden away in someone's mind. Even you might not be aware of all the reasons behind the missions you carry out. Sometimes a mission's sole purpose is to conceal the motivation behind another strike performed in a different part of the city, or simply to spread fear.
                As part of your covert work for House Dimir, you maintain a false identity as a member of another guild. You can choose your secondary guild or roll to determine it randomly. This secondary guild membership determines a portion of your starting equipment and is also where most of your contacts come from. You infiltrate your secondary guild to learn its secrets, keep tabs on its activities, or perhaps undermine it from within.
                • Skill Proficiencies: Deception, Stealth
                • Tool Proficiencies: Disguise kit
                • Languages: One of your choice
                • Equipment: A Dimir insignia, three small knives, a set of dark-colored common clothes, and the starting equipment of the background described in this chapter for your secondary guild
                Source: Guildmasters' Guide to Ravnica p. 46</text>
        </trait>
        <trait>
            <name>Feature: False Identity</name>
            <text>You have more than one identity. The one you wear most of the time makes you appear to be a member of a guild other than House Dimir. You have documentation, established acquaintances, and disguises that allow you to assume that persona and fit into the secondary guild.
                Whenever you choose, you can drop this identity and blend into the guildless masses of the city.
                Consider why you're embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you.
                d8 | Reason for Infiltration
                1 | My parents belong to this guild, and I let them think I'm following in their footsteps.
                2 | I've been assigned to track this guild's activities.
                3 | I've been assigned to get close to an individual in this guild and learn their secrets.
                4 | I've been assigned to recruit a new Dimir spy from the ranks of this guild.
                5 | I was a member of this guild before the Dimir recruited me.
                6 | I don't like what this guild stands for and want to destroy it from within.
                7 | I secretly wish I could leave the Dimir and join this guild, but there is no escaping the Dimir.
                8 | I chose this guild at random or on a lark.
            </text>
        </trait>
        <trait>
            <name>Dimir Guild Spells</name>
            <text>Prerequisite: Spellcasting or Pact Magic class feature
                For you, the spells on the Dimir Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
                Spell Level | Spells
                Cantrip | encode thoughts, mage hand
                1st | disguise self, sleep
                2nd | detect thoughts, pass without trace
                3rd | gaseous form, meld into stone, nondetection
                4th | arcane eye, freedom of movement
                5th | modify memory
                
                Your magic is meant to be subtle and undetectable, but it might pull shadows or clouds of mist around you as you cast your spells. Using the encode thoughts cantrip described below, you can turn a creature's thoughts (including your own) into a thought strand that others can potentially read, share, or steal. These thought strands are treated as valuable currency among the Dimir.
            </text>
        </trait>
        <trait>
            <name>Suggested Characteristics</name>
            <text>Skilled at infiltration, disguise, and deception, members of House Dimir appear inscrutable. Your true personality and ideals might never manifest, or they might mark you as a quirky member of your secondary guild.
                d8 | Personality Trait
                1 | I'm good at hiding my true thoughts and feelings.
                2 | When I'm in doubt about revealing something, I assume it's a secret, and I don't share it.
                3 | I like to sound mysterious, because wisdom hidden grows deeper with time.
                4 | I have no patience with people who get in my way.
                5 | I love hearing about other people's nightmares.
                6 | Combat is meant to be quick, clean, and one-sided.
                7 | I like to stick to the shadows.
                8 | I never show my anger. I just plot my revenge.
                
                d6 | Ideal
                1 | Guild. My true guild is all that really matters. (Any)
                2 | Control. I like pulling the strings. (Lawful)
                3 | Secrets. I collect secrets and never reveal them. (Any)
                4 | Knowledge. I want to know as much as I can about this city and how it works. (Any)
                5 | Independence. I value the freedom to pursue my own goals without interference. (Chaotic)
                6 | Nihilism. I don't believe in anything, and anyone who does is a fool. (Neutral)
                
                d6 | Bond
                1 | I discovered a secret I can't let anyone else uncover—including my guild superiors.
                2 | I formed a close friendship or romance with someone in the guild I'm infiltrating.
                3 | The Dimir agent who recruited me was unmasked and killed. My revenge on the killers will be thorough and painful.
                4 | I spend as much time as I can in the Ismeri Library because I'm certain an information hub operates behind its facade. I want its secrets!
                5 | I'm utterly loyal to my superior in the guild, more than to the guild or its guildmaster.
                6 | Someone has discovered my true identity.
                
                d6 | Flaw
                1 | I like secrets so much that I'm reluctant to share details of a plan even with those who need to know.
                2 | I would let my friends die rather than reveal my true identity.
                3 | I have trouble trusting anyone but myself.
                4 | I have a particular vice that puts all my secrets at risk if I'm not careful.
                5 | I'm pretty sure I've done something horrible that I can't remember because of the guild's mind magic.
                6 | I put too much trust in the people who give me orders.
            </text>
        </trait>
        <trait>
            <name>Contacts</name>
            <text>As an agent of House Dimir working undercover, you have limited contacts within your guild. Your relationships within your secondary guild, in the guise of your false identity, are usually more extensive.
                Roll once on the Dimir Contacts table, giving you an ally who serves as your contact in Dimir. Then roll twice on the table for your secondary guild. The first roll gives you an ally there, and the second roll gives you a rival.
                d8 | Contact
                1 | I know a Dimir courier who relays messages to me from someone higher up the chain of command.
                2 | I get orders from a shapeshifter I recognize only through a series of code phrases we exchange.
                3 | An ostentatiously wealthy vampire is my secret guild superior, summoning me to a luxurious estate by means of coded messages.
                4 | I have never met my guild contact, but I receive telepathic messages, usually in my dreams.
                5 | I've never met my guild contact, but I get coded messages from a pattern of street lights and graffiti.
                6 | I didn't discover the identity of my guild contact until after we had begun a romantic relationship.
                7 | My superior maintains an elaborate identity as a young street urchin... unless it's all a lie, and I'm being sent on ridiculous missions by a twisted child.
                8 | My sibling and I both get telepathic orders from a mysterious contact, and I'm starting to question the authenticity of my sibling's orders.
            </text>
        </trait>
        <trait>
            <name>How Do I Fit In?</name>
            <text>As a Dimir adventurer, you are a member of the guild's network of spies, thieves, assassins, and mind mages that lurks behind the facade of the public guild. On the surface, House Dimir presents the appearance of a network of couriers, investigators, media reporters, and archivists, dealing in information and spreading news. But you and your peers trade in secrets. You use secret symbols, runes, and signals to surreptitiously communicate with other Dimir agents, often in plain sight.
                Like any good spy, you have multiple identities: your true face as an agent of House Dimir; a guildless identity; and a role as a member of another guild. Within that secondary guild, you might already be on a mission for House Dimir, assigned to spy on the guild, collect information about a person, or recruit another spy from the ranks of the guild. Or that guild could be a launching point for your real mission. Perhaps, for example, you were ordered to infiltrate the Azorius in hopes of gaining access to a notorious inmate in an Azorius prison.
            </text>
        </trait>
    </background>
    <background>
        <name>Golgari Agent</name>
        <proficiency>Nature, Survival</proficiency>
        <trait>
            <name>Description</name>
            <text>You are a member of a teeming horde—one small part of a sprawling organism. Just as you are part of the swarm, the swarm is part of a larger ecosystem, a never-ending cycle of life, death, rot, and rebirth. You have spent your life in the slow churn of that ecosystem, in the dark places of the city where the messy parts of existence are on display. There is little squeamishness among the Golgari, no fear of death or taboo about the dead, just a fierce affirmation of the cycle.
                • Skill Proficiencies: Nature, Survival
                • Tool Proficiencies: Poisoner's kit
                • Languages: Choose one of Elvish, Giant, or Kraul
                • Equipment: A Golgari insignia, a poisoner's kit, a pet beetle or spider, a set of common clothes, and a belt pouch containing 10 gp worth of mixed coins
                Source: Guildmasters' Guide to Ravnica p. 53</text>
        </trait>
        <trait>
            <name>Feature: Undercity Paths</name>
            <text>You know hidden, underground pathways that you can use to bypass crowds, obstacles, and observation as you move through the city. When you aren't in combat, you and companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow. The paths of the undercity are haunted by dangers that rarely brave the light of the surface world, so your journey isn't guaranteed to be safe.
            </text>
        </trait>
        <trait>
            <name>Golgari Guild Spells</name>
            <text>Prerequisite: Spellcasting or Pact Magic class feature
                For you, the spells on the Golgari Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
                Spell Level | Spells
                Cantrip | dancing lights, spare the dying
                1st | entangle, ray of sickness
                2nd | protection from poison, ray of enfeeblement, spider climb
                3rd | animate dead, plant growth
                4th | giant insect, grasping vine
                5th | cloudkill, insect plague
                
                Golgari magic is often accompanied by a sickly green glow and a rotting stench.
            </text>
        </trait>
        <trait>
            <name>Suggested Characteristics</name>
            <text>Members of the Golgari Swarm are unmistakably products of the undercity, ill at ease amid the comforts of civilization. They bring about the same discomfort in others by reminding them of death's inevitable approach.
                d8 | Personality Trait
                1 | Remember, I could kill you in your sleep. Or put centipedes in your bedroll.
                2 | I like to remind people of their inevitable demise.
                3 | Sometimes I give voice to the whispers of the rot, which I hear but no one else does.
                4 | I do my best to discourage anyone from approaching or talking to me.
                5 | I have accepted my death. Hence, I don't fear it.
                6 | Like roots growing through stone, I am relentless and determined in my action.
                7 | I put my knowledge of anatomy to use by narrating the injuries my enemies suffer in grisly detail.
                8 | Like a wild animal, I lash out viciously when I'm provoked—and I'm easily provoked.
                
                d6 | Ideal
                1 | Guild. My guild is all that really matters. (Any)
                2 | Stoicism. All of us are part of the cyclical march of nature, which will continue with or without us. (Neutral)
                3 | Nature. The natural world is more important than the edifices of the city and civilization. (Neutral)
                4 | Interdependence. We are all part of nature's web. (Lawful)
                5 | Ambition. The time of Golgari ascendance is at hand, and I intend to have a prominent place in the new world order. (Evil)
                6 | Live and Let Live. Meddling in the affairs of other guilds is a great way to get squashed like a bug. (Neutral)
                
                d6 | Bond
                1 | I cherish the finger of a family member who was petrified by a medusa.
                2 | I have an identical twin who is as different from me as any person could be.
                3 | I want to lead one faction of the guild to a new position of dominance.
                4 | I love spending time in the moss-covered building where I took part in my first reclamation mission.
                5 | I found something in the sewer that must never come to light.
                6 | I am forever grateful to the reclaimer who found me floating facedown in the sewer, moments from death.
                
                d6 | Flaw
                1 | Death comes for us all, so you can't expect me to take care of someone who can't fight it off.
                2 | I assume that anyone outside the Golgari looks down on me.
                3 | I feel a need for revenge against those who enjoy the privilege of living above ground.
                4 | I don't bother to couch my opinions in flattering words.
                5 | I can't help but pocket any trinket or coin I come across, no matter how worthless.
                6 | I'm convinced that I'm better and stronger than members of other guilds, isolated as they are from the realities of life and death.
            </text>
        </trait>
        <trait>
            <name>Contacts</name>
            <text>To the extent that the Golgari Swarm acts like a single organism, you are connected to every other member in some way or another. Convinced that the rest of the world is out to get you, you find it easy to form close bonds with your guild mates, and harder to make meaningful connections with others.
                Roll twice on the Golgari Contacts table (for an ally and a rival) and once on the Non-Golgari Contacts table.
                d8 | Contact
                1 | One of my parents is an elite assassin, a member of the Ochran.
                2 | I learned combat from a kraul.
                3 | I know a medusa who is stationed in the guildhall.
                4 | I had a torrid romance with a spore druid responsible for a large rot farm.
                5 | There's a troll in a remote area of the undercity who seems to find me interesting—and who knows more than you'd think.
                6 | An elf lich is determined to see me become a lich someday, too.
                7 | A medusa decided it would be more fun to recruit me into the guild than to kill me.
                8 | I know a findbroker who can locate just about anything, for the right price.
                
                d10 | Contact
                1 | An Azorius arrester I literally pulled out of the gutter will do anything for me.
                2 | Someone joined the Gruul in a battle against the Boros once, and the sergeant of that Boros squad would love to prove that it was me.
                3 | I had a romance with a Dimir agent whom I still feed secrets to.
                4 | Roll an additional Golgari contact; you can decide if the contact is an ally or a rival.
                5 | I joined the Gruul in a battle against the Boros once, and the chief of that small clan thanks me for turning the tide.
                6 | An Izzet scientist resents that I sold a scrapped invention I found in the sewer.
                7 | My undercity explorations led me into an Orzhov vault, and a spirit thinks I stole something valuable.
                8 | I found a baby beast and sold it to a Rakdos wrangler who remains grateful to me.
                9 | A Selesnya druid and I share an interest in the same garden, and we have enjoyable arguments there.
                10 | I regularly pick up refuse from beneath a Simic laboratory, and sometimes I talk to the researcher who dumps it there.
            </text>
        </trait>
        <trait>
            <name>How Do I Fit In?</name>
            <text>As part of the Golgari Swarm, you are a specialized instrument of the greater body. Your orders, when you have such, come from the guildmaster by way of his chancellors, who carry his messages throughout the guild. The swarm relies on you to advance the greater good by protecting some part, however small, of its teeming existence. That responsibility doesn't mean you're indispensable; your eventual death is part of your purpose and function, too, and you'll be replaced even as your body provides nutrients to further the swarm's growth.
                A classic adventuring role for a member of the Golgari involves crawling through dungeon-like environments—the sewers and ancient vaults of the undercity—in search of treasures left behind by the dead. Sometimes you might be sent to find a specific item believed lost in a dangerous part of the undercity. At other times, you could be asked to collect samples of a specific fungus, retrieve a body floating in the muck of the sewers, or bring back whatever booty you can to help fill the swarm's coffers.
                You might gain enough renown to become a member of the Ochran, assigned to a variety of tasks concerning thievery, assassination, or the protection of important figures in your guild. You might steal something because the guild needs it, or because its loss will bring harm to another guild, hastening that group's decline. You could be assigned to kill an outspoken and active enemy of the Golgari, such as an overzealous Boros captain whose raids into the undercity have approached dangerously close to the swarm's inner sanctum. Or you could serve as a bodyguard to one of Guildmaster Jarad's high chancellors, escorting this figure through the undercity while being ready to intervene at a moment's notice if things go wrong.
                The shamans of the Golgari use their magic to accelerate the cycle of decay and regrowth. You might be sent to spread spores throughout an area that the Golgari want to claim as their territory or to convince the inhabitants of such a territory to abandon it. You might also contend with the ever-present threat of hostile monsters encroaching into Golgari-controlled regions.
            </text>
        </trait>
    </background>
    <background>
        <name>Gruul Anarch</name>
        <proficiency>Animal Handling, Athletics</proficiency>
        <trait>
            <name>Description</name>
            <text>The entire world of Ravnica is a sprawling metropolis, but you are a native of the wild areas that still exist—the abandoned districts, the rubblebelts, the overgrown parks, and the crumbling ruins. You are part of a savage society that clings desperately to the Old Ways—attuned to nature, full of primal rage, and given short shrift by a world consumed with continuing civilization's march of progress.
                • Skill Proficiencies: Animal Handling, Athletics
                • Tool Proficiencies: Herbalism kit
                • Languages: Choose one of Draconic, Giant, Goblin, or Sylvan
                • Equipment: A Gruul insignia, a hunting trap, an herbalism kit, the skull of a boar, a beast-hide cloak, a set of traveler's clothes, and a belt pouch containing 10 gp (Azorius 1-zino coins)
                Source: Guildmasters' Guide to Ravnica p. 60</text>
        </trait>
        <trait>
            <name>Feature: Rubblebelt Refuge</name>
            <text>You are intimately familiar with areas of the city that most people shun: ruined neighborhoods where wurms rampaged, overgrown parks that no hand has tended in decades, and the vast, sprawling rubblebelts of broken terrain that civilized folk have long abandoned. You can find a suitable place for you and your allies to hide or rest in these areas. In addition, you can find food and fresh water in these areas for yourself and up to five other people each day.
            </text>
        </trait>
        <trait>
            <name>Gruul Guild Spells</name>
            <text>Prerequisite: Spellcasting or Pact Magic class feature
                For you, the spells on the Gruul Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
                Spell Level | Spells
                Cantrip | fire bolt, produce flame
                1st | compelled duel, speak with animals, thunderwave
                2nd | beast sense, shatter
                3rd | conjure animals, conjure barrage
                4th | dominate beast, stoneskin
                5th | destructive wave
                
                Fueled by the fire of rage burning in your heart, your magic is almost always accompanied by fiery effects, such as flames smoldering behind your eyes or dancing over your hands.
            </text>
        </trait>
        <trait>
            <name>Suggested Characteristics</name>
            <text>Gruul ways aren't the ways of civilized folk, and the Gruul have little patience for social niceties. But they do have cherished traditions and values, just as important to them as the different values held by the urban, cosmopolitan culture of Ravnica.
                d8 | Personality Trait
                1 | Unlike people, the beasts of the wild are friends who won't stab me in the back.
                2 | Go ahead and insult me—I dare you.
                3 | I scorn those who can't survive away from the comforts of the city.
                4 | Don't tell me I'm not allowed to do something.
                5 | Laws are for people who are afraid to face their inner beasts.
                6 | I smear the blood of my enemies over my skin.
                7 | I was, in fact, raised by maaka.
                8 | HarrRRAAGGHH! [I rarely form a coherent sentence and prefer to express myself by breaking things.]
                
                d6 | Ideal
                1 | Clan. My clan is all that really matters. (Any)
                2 | Anarchy. No person or law or custom can tell another what to do. (Chaotic)
                3 | Nature. We weren't born tame or domesticated, so we shouldn't have to live that way. (Neutral)
                4 | Might. The strongest are meant to dominate the weak. (Evil)
                5 | Rage. AAAAAARRRRggggh! [To live is to feel and express the rage burning in your belly.] (Chaotic)
                6 | Tradition. The Old Ways must be preserved and upheld. (Any)
                
                d6 | Bond
                1 | I am determined that one day I will lead my clan—or a new one.
                2 | I would give my life for my clan chieftain.
                3 | The chieftain of another clan has a grudge against me.
                4 | I am devoted to a sacred site in the midst of the rubblebelt.
                5 | My weapon is made from the first raktusk I ever hunted.
                6 | GrrrRRAAAAGGHH! [I will do anything to prove myself greater than my siblings or ancestors.]
                
                d6 | Flaw
                1 | If you question my courage, I will never back down.
                2 | HrrrGGGAAAARRuuuh! [My anger in battle led to the death of a loved one.]
                3 | I'm as stubborn as a batterboar.
                4 | I'm so convinced of my superiority over soft, civilized people that I'll take great risks to prove it.
                5 | I'm easily manipulated by people I find attractive.
                6 | I'm not actually all that angry.
            </text>
        </trait>
        <trait>
            <name>Contacts</name>
            <text>The members of the Gruul Clans rely on each other even as they vie for territory and glory. Their encounters with members of other guilds are more often violent than friendly, but occasional bonds do form.
                Roll twice on the Gruul Contacts table (for an ally and a rival) and once on the Non-Gruul Contacts table.
                d8 | Contact
                1 | One of my parents is a renowned warrior in my clan.
                2 | My sibling has the ear of the clan chief.
                3 | I have cousins in a different clan.
                4 | When we were younger, I was romantically involved with a prominent warrior in my clan.
                5 | A druid in my clan believes I have a destiny to fulfill.
                6 | The warrior who trained me remembers me for my exceptional potential.
                7 | My clan chief killed one of my parents, who had challenged the chief for leadership of the clan. Some combination of resentment and remorse stirs the clan chief to help me sometimes.
                8 | I made a strong impression on Borborygmos.
                
                d10 | Contact
                1 | An Azorius arrester thinks I can be reformed.
                2 | A Boros soldier gives me gifts in exchange for information about other clans' movements.
                3 | I once caught and released a Dimir spy.
                4 | I consult with a Golgari shaman for spiritual guidance at times.
                5 | Roll an additional Gruul contact; you can decide if the contact is an ally or a rival.
                6 | An Izzet scientist blames the Gruul for the destruction of his life's work in a raid, but seems to think that I'm not like other Gruul.
                7 | I foolishly borrowed money from an Orzhov syndic to indulge a shameful vice.
                8 | A close friend left our clan and joined the Cult of Rakdos.
                9 | A distant relative is trying to recruit me into the Selesnya Conclave.
                10 | I stopped a Simic biomancer from trapping wild beasts to perform vile experiments on them.
            </text>
        </trait>
        <trait>
            <name>How Do I Fit In?</name>
            <text>In service of a simple goal, you have a simple part to play: Fight. Unleash your rage. Flatten buildings and defeat those who stand in your way. Be Gruul, in your own way.
                You will frequently be summoned to participate in a raid your clan is launching against the city or against a group of its defenders. Your clan leader might also send you on a special mission, though it would almost certainly still qualify as a raid. You might join a small group of Gruul warriors on a dangerous charge deep into the settled streets to plunder a certain location, retrieve an item stolen from your clan, or assault a Boros garrison.
                Sometimes your objective might be more esoteric. With prophecies of the return of Ilharg the Raze-Boar spreading like wildfire among the Gruul druids, you might be asked to carry out some task that the druids believe will speed his coming. Such a task might involve collecting a sacred relic held in an Orzhov vault or collecting sacrifices for a grand ceremony in the Raze-Boar's honor.
            </text>
        </trait>
    </background>
    <background>
        <name>Izzet Engineer</name>
        <proficiency>Arcana, Investigation</proficiency>
        <trait>
            <name>Description</name>
            <text>Armed with an inventive intellect, a love of magical technology, and an unquenchable energy, you are an enthusiastic participant in the research work of the Izzet League. Though you're likely to begin your career as a mere attendant, you can aspire to become a skilled mage or alchemist, a laboratory supervisor, or even a flamethrower-wielding scorchbringer tasked with defending Izzet laboratories. The Izzet are obsessive, brilliant, inspired, and an unpredictable force of chaos in Ravnica, and you epitomize all of those qualities.
                • Skill Proficiencies: Arcana, Investigation
                • Tool Proficiencies: One type of artisan's tools
                • Languages: Choose one of Draconic, Goblin, or Vedalken
                • Equipment: An Izzet insignia, one set of artisan's tools, the charred and twisted remains of a failed experiment, a hammer, a block and tackle, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins)
                Source: Guildmasters' Guide to Ravnica p. 66</text>
        </trait>
        <trait>
            <name>Feature: Urban Infrastructure</name>
            <text>The popular conception of the Izzet League is based on mad inventions, dangerous experiments, and explosive blasts. Much of that perception is accurate, but the league is also involved with mundane tasks of construction and architecture—primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders.
                You have a basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such blueprints might provide knowledge of entry points, structural weaknesses, or secret spaces. Your access to such information isn't unlimited. If obtaining or using the information gets you in trouble with the law, the guild can't shield you from the repercussions.
            </text>
        </trait>
        <trait>
            <name>Izzet Guild Spells</name>
            <text>Prerequisite: Spellcasting or Pact Magic class feature
                For you, the spells on the Izzet Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
                Spell Level | Spells
                Cantrip | produce flame, shocking grasp
                1st | chaos bolt, create or destroy water, unseen servant
                2nd | heat metal, rope trick
                3rd | call lightning, elemental weapon, glyph of warding
                4th | conjure minor elementals, divination, Otiluke's resilient sphere
                5th | animate objects, conjure elemental
                
                Your spells tend to be loud, flashy, or explosive, even when the effect is unremarkable. For example, when you open the portal of a rope trick spell, the portal might be outlined by harmless, showy sparkles.
                If you use an arcane focus, it probably takes the form of an intricate device that could include metal gauntlets, glass canisters, copper tubing, and leather straps attaching it to your body. The mizzium apparatus described in chapter 5 is a magical version of this gear.
                The chaos bolt spell is a favorite of Izzet spellcasters because of its unpredictable nature.
            </text>
        </trait>
        <trait>
            <name>Suggested Characteristics</name>
            <text>Members of the Izzet League embody some combination of chaotic, frenetic energy with intellectual curiosity, in varying proportions. Some are committed to academic pursuits, and others just like explosions.
                d8 | Personality Trait
                1 | I have a hard time staying focused on... oh, and my brain tends to jump from one... did I mention focus?
                2 | I get really excited about my ideas and I can't wait to talk about them and start putting them into practice and tinkering with them and I want to tell you about how exciting it all is!
                3 | It's not magic—or anything, really—if you do it only halfway. Whatever I do, I give it all I've got.
                4 | I do what my gut tells me.
                5 | Life's an experiment, and I can't wait to see what happens.
                6 | I pepper my speech with the incomprehensible jargon of my trade, like mizzium droplets inserted into a weird-field suspension.
                7 | Great ideas are fine, but great results are what counts.
                8 | If you can guess what I'm about to do, that means I've run out of imagination.
                
                d6 | Ideal
                1 | Guild. My guild is all that really matters. (Any)
                2 | Creativity. Half the world's troubles come from stodgy thinking, stuck in the past. We need innovative solutions. (Chaotic)
                3 | Discovery. Every experiment has the potential to reveal more secrets of the multiverse. (Any)
                4 | Science. A rigorous application of logical principles and protocols will lead us toward progress more surely than any belief system. (Lawful)
                5 | Fun. I love my job! Despite the dangerous working conditions, there's nothing I'd rather do. (Chaotic)
                6 | Power. Someday I'll find or create the magic that will make me the most powerful being in Ravnica. (Evil)
                
                d6 | Bond
                1 | I have dedicated my life to finding a solution to a scientific problem.
                2 | I'll never forget the laboratory where I learned my skills, or the other attendants who learned alongside me.
                3 | I'm convinced it was sabotage that destroyed my first laboratory and killed many of my friends, and I seek revenge against whoever did it.
                4 | I have the schematics for an invention that I hope to build one day, once I have the necessary resources.
                5 | A fellow student and I are racing to solve the same scientific puzzle.
                6 | I would do anything the guildmaster told me to do.
                
                d6 | Flaw
                1 | If there's a plan, I'll probably forget it. If I don't forget it, I'll probably ignore it.
                2 | I get bored easily, and if nothing is happening I'll make something happen.
                3 | Nothing is ever simple, and if it seems simple, I'll find a way to make it complicated.
                4 | I tend to ignore sleep for days when I'm conducting research, often at the expense of my own health and safety.
                5 | I'm convinced there's not a soul in Ravnica, except maybe the great Niv-Mizzet, who can match my boundless intellect.
                6 | I'm incapable of admitting a flaw in my logic.
            </text>
        </trait>
        <trait>
            <name>Contacts</name>
            <text>The laboratories of the Izzet League are constantly starting up new projects and dissolving old ones, so it's easy for even the lowliest attendant to make friends (and enemies) in laboratories across Ravnica.
                Roll twice on the Izzet Contacts table (for an ally and a rival) and once on the Non-Izzet Contacts table.
                d8 | Contact
                1 | An older relative is a member of the guild's board of directors.
                2 | I know a sprite who carries important messages among the guild's laboratories.
                3 | A sibling is the head of a laboratory doing exotic research.
                4 | A former colleague is now an attendant in a laboratory in the central guildhall.
                5 | I'm in regular communication with an instructor who set me on the course of my life and research.
                6 | I had a romance with a chemister working in the Blistercoils.
                7 | As an attendant, I had a fierce rivalry with another attendant for our supervisor's attention.
                8 | The guildmaster, Niv-Mizzet, took note of one of my experiments!
                
                d10 | Contact
                1 | An Azorius inspector seems interested in my work.
                2 | I was ready to join the Boros before I decided on Izzet, and I sometimes still hear from the sergeant who tried to recruit me.
                3 | One of my former assistants turned out to be a Dimir spy. We're not on friendly terms anymore, but we have a habit of running into each other.
                4 | A Golgari assassin killed a bitter rival of mine, leaving me with conflicted feelings.
                5 | I helped a minor Gruul chieftain acquire an Izzet weapon.
                6 | Roll an additional Izzet contact; you can decide if the contact is an ally or a rival.
                7 | An Orzhov banker financed my laboratory's current work and expects great returns.
                8 | I have a cousin in the Cult of Rakdos, and we get along quite well.
                9 | A former attendant from the same laboratory ran off to join the Selesnya, and we get into a big argument every time we run into each other.
                10 | I compare notes and techniques with a Simic scientist over lunch sometimes.
            </text>
        </trait>
        <trait>
            <name>How Do I Fit In?</name>
            <text>Whatever your role in the Izzet League, you are expected to contribute to its research in some way. That contribution might involve participating in tests, whether as an assistant, a researcher, or a subject. You might be one of the soldiers who protects a laboratory, or a laborer responsible for lifting heavy pieces of equipment into place. Everyone's contribution matters, even if the Izzet know that some matter more than others.
            </text>
        </trait>
    </background>
    <background>
        <name>Orzhov Representative</name>
        <proficiency>Intimidation, Religion</proficiency>
        <trait>
            <name>Description</name>
            <text>The prospect of immense wealth is the promise of membership in the Orzhov Syndicate. All of the guild's endeavors channel wealth from Ravnican society into the ranks of the Orzhov—and concentrates the spoils at the top of the hierarchy. As a functionary in that system, your best hope is to claim as much as possible of the money that passes through your hands on its way up, so that you can work your way into a more prominent position.
                Regardless of your past and the wealth of your family, your initial status with the guild is near the bottom, until you have proven your value.
                • Skill Proficiencies: Intimidation, Religion
                • Languages: Two of your choice
                • Equipment: An Orzhov insignia, a foot-long chain made of ten gold coins, vestments, a set of fine clothes, and a belt pouch containing 1 pp (an Orzhov-minted 10-zino coin)
                Source: Guildmasters' Guide to Ravnica p. 72</text>
        </trait>
        <trait>
            <name>Feature: Leverage</name>
            <text>You can exert leverage over one or more individuals below you in the guild's hierarchy and demand their help as needs warrant. For example, you can have a message carried across a neighborhood, procure a short carriage ride without paying, or have others clean up a bloody mess you left in an alley. The DM decides if your demands are reasonable and if there are subordinates available to fulfill them. As your status in the guild improves, you gain influence over more people, including ones in greater positions of power.
            </text>
        </trait>
        <trait>
            <name>Orzhov Guild Spells</name>
            <text>Prerequisite: Spellcasting or Pact Magic class feature
                For you, the spells on the Orzhov Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
                Spell Level | Spells
                Cantrip | friends, guidance
                1st | command, illusory script
                2nd | enthrall, ray of enfeeblement, zone of truth
                3rd | bestow curse, speak with dead, spirit guardians
                4th | blight, death ward, Leomund's secret chest
                5th | geas
                
                Your magic tends to manifest as swirling shadows, brilliant light, or sometimes the momentary appearance of shadowy spirit forms. Your spells might draw the blood of your enemies, or even directly touch their souls.
            </text>
        </trait>
        <trait>
            <name>Suggested Characteristics</name>
            <text>Members of the Orzhov Syndicate range from the decadent nobility at the top of the oligarchy to the debt-ridden wretches at the bottom. You fall somewhere between those extremes, so you might behave with the arrogance of the very rich or the humility of the impoverished.
                d8 | Personality Trait
                1 | I am always willing to act in accordance with the financial incentive offered.
                2 | Debts are never meant to be forgiven.
                3 | I am accustomed to enjoying the finest pleasures money can buy.
                4 | No one could doubt that I am a cut above the masses of pitiful peasants that infest the city.
                5 | I can't stand to spend a zib more than necessary to purchase what I need.
                6 | I hate it when people try to make light of a serious situation.
                7 | I want to make sure everyone is aware of how wealthy, powerful, and important I am.
                8 | I can't think of anything to look forward to.
                
                d6 | Ideal
                1 | Guild. My guild is all that really matters. (Any)
                2 | Wealth. I will do whatever it takes to become as rich as the oligarchs. (Evil)
                3 | Power. One day, I will be the one giving orders. (Evil)
                4 | Prestige. I want to be admired, respected, feared, or even hated for my position and wealth. (Evil)
                5 | Stability. The economy functions best when chaos is kept under control and everyone knows their place. (Lawful)
                6 | Eternity. I want to live forever—in the flesh as long as possible, and as a spirit afterward. (Any)
                
                d6 | Bond
                1 | The unbearable weight of my debt has driven me to desperation.
                2 | I'm duty-bound to obey the dictates of an ancestor on the Ghost Council.
                3 | I value my worldly goods more highly than my mortal life.
                4 | An oligarch publicly humiliated me, and I will exact revenge on that whole family.
                5 | My faith in the Obzedat never wavers.
                6 | I want to prove myself more worthy than an older sibling and thereby ensure that I inherit a greater share of my parents' wealth.
                
                d6 | Flaw
                1 | I hold a scandalous secret that could ruin my family forever—but could also earn me the favor of the Ghost Council.
                2 | I'm convinced that everyone I know is plotting against me.
                3 | I'll brave any risk if the monetary reward is great enough.
                4 | I am convinced that I am far more important than anyone else is willing to acknowledge.
                5 | I have little respect for anyone who isn't wealthy.
                6 | I'll take any opportunity to steal from wealthier people, even for worthless trinkets.
            </text>
        </trait>
        <trait>
            <name>How Do I Fit In?</name>
            <text>The structure of the Orzhov Syndicate means that you are always doing the bidding of someone higher up the ladder than you are. Ultimately, your role in the guild is defined by whatever the people (and spirits) above you decide for you.
                For most of your career, you can expect to engage in some aspect of the day-to-day criminal operations of the guild. That can mean throwing your weight around to enforce the will of the guild or using religious authority to extort offerings from the people. But it can also mean doing various errands for your superiors, from bearing messages to carrying out assassinations.
            </text>
        </trait>
    </background>
    <background>
        <name>Rakdos Cultist</name>
        <proficiency>Acrobatics, Performance</proficiency>
        <trait>
            <name>Description</name>
            <text>You're an entertainer at heart, a performer with a flair for the dramatic and a love of the spotlight. You've spent years honing your craft, mastering a demanding set of skills so you can perform them with panache and make them look easy. The wild applause, the screams of the crowds, the mayhem and terror spreading into the streets—this is what you live for.
                You're also a member of a cult devoted to an ancient demon who delights in violence and chaos. It just so happens that Rakdos loves a good show, and your highest aspiration is to please the Defiler, the Lord of Riots, with your own performance.
                • Skill Proficiencies: Acrobatics, Performance
                • Tool Proficiencies: One type of musical instrument
                • Languages: Choose either Abyssal or Giant
                • Equipment: A Rakdos insignia, a musical instrument (one of your choice), a costume clothes, a hooded lantern made of wrought iron, a 10-foot length of chain with sharply spiked links, a tinderbox, 10 torch, a set of common clothes, a belt pouch containing 10 gp (a mix of Azorius and Boros 1-zino coins), and a bottle of sweet, red juice
                Source: Guildmasters' Guide to Ravnica p. 79</text>
        </trait>
        <trait>
            <name>A Flair for the Dramatic</name>
            <text>Rakdos performance styles typically fuse standard circus-style acrobatics with fire, wrought-iron spikes and hooks, and monsters. You can roll a d8 or choose from the options in the Performance Options table to determine your preferred style of performance.
                d8 | Type of Performer
                1 | Spikewheel acrobat
                2 | Lampooning satirist
                3 | Fire juggler
                4 | Marionette puppeteer
                5 | Pain artist
                6 | Noise musician
                7 | Nightmare clown
                8 | Master of ceremonies
            </text>
        </trait>
        <trait>
            <name>Feature: Fearsome Reputation</name>
            <text>People recognize you as a member of the Cult of Rakdos, and they're careful not to draw your anger or ridicule. You can get away with minor criminal offenses, such as refusing to pay for food at a restaurant or breaking down a door at a local shop, if no legal authorities witness the crime. Most people are too daunted by you to report your wrongdoing to the Azorius.
            </text>
        </trait>
        <trait>
            <name>Rakdos Guild Spells</name>
            <text>Prerequisite: Spellcasting or Pact Magic class feature
                For you, the spells on the Rakdos Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
                Spell Level | Spells
                Cantrip | fire bolt, vicious mockery
                1st | burning hands, dissonant whispers, hellish rebuke
                2nd | crown of madness, enthrall, flaming sphere
                3rd | fear, haste
                4th | confusion, wall of fire
                5th | dominate person
                
                Your magic often produces a flashy spectacle, wreathing you or your targets in a mixture of harmless flame and shadowy shapes. When you manipulate an opponent's mind, a flaming symbol of Rakdos might momentarily appear like a mask over the target's face.
            </text>
        </trait>
        <trait>
            <name>Suggested Characteristics</name>
            <text>Members of demonic cults aren't generally known as the kindest or most mentally stable individuals, so you're likely to have something in your nature that distinguishes you from the law-abiding citizens of Ravnica.
                d8 | Personality Trait
                1 | I revel in mayhem, the more destructive the better.
                2 | When violence breaks out, I lose myself in rage, and it's sometimes hard to stop.
                3 | Everything is funny to me, and the most hilarious and bloodiest things leave me cackling with sadistic glee.
                4 | I derive genuine pleasure from the pain of others.
                5 | I enjoy testing other people's patience.
                6 | I can't stand it when things are predictable, so I like to add a little chaos to every situation.
                7 | I throw my weight around to make sure I get my way.
                8 | I enjoy breaking delicate works of art. And fingers, which are sort of the same.
                
                d6 | Ideal
                1 | Guild. My guild is all that really matters. (Any)
                2 | Hedonism. Death comes for everyone, so take as much pleasure as you can from every moment of life. (Neutral)
                3 | Creativity. I strive to find more ways to express my art through pain—my own as well as others'. (Chaotic)
                4 | Freedom. No one tells me what to do. (Chaotic)
                5 | Equality. I want to see Ravnica remade, with no guilds and no hierarchies. (Chaotic)
                6 | Spectacle. People are inspired by the greatness they see in art. (Any)
                
                d6 | Bond
                1 | I have belonged to the same performance troupe for years, and these people mean everything to me.
                2 | A blood witch told me I have a special destiny to fulfill, and I'm trying to figure out what it is.
                3 | I'm secretly hoping that I can change the cult from the inside, using my influence to help rein in the wanton violence.
                4 | I own something that Rakdos once touched (it's seared black at the spot), and I cherish it.
                5 | I want to be better at my chosen form of performance than any other member of my troupe.
                6 | I am devoted to Rakdos and live to impress him.
                
                d6 | Flaw
                1 | My family is prominent in another guild. I enjoy my wild life, but I don't want to embarrass them.
                2 | I couldn't hide my emotions and opinions even if I wanted to.
                3 | I throw caution to the wind.
                4 | I resent the rich and powerful.
                5 | When I'm angry, I lash out in violence.
                6 | There's no such thing as too much pleasure.
            </text>
        </trait>
        <trait>
            <name>Contacts</name>
            <text>The Cult of Rakdos is anything but organized. Individuals frequently move from one performance troupe to another. Almost all members of the cult know former castmates now in different troupes, which allows for the possibility of a widespread network of contacts.
                Roll twice on the Rakdos Contacts table (for an ally and a rival) and once on the Non-Rakdos Contacts table.
                d8 | Contact
                1 | I was part of a two-person act until my former partner moved to a different troupe.
                2 | My sibling and I ran away from home and joined the Cult of Rakdos together. We're very close.
                3 | A childhood friend of mine is an attendant in Rix Maadi, the Rakdos guildhall.
                4 | My parents brought me into the guild and taught me my trade.
                5 | There's a lesser demon in the cult who thinks he owes me a favor, and who am I to argue?
                6 | The master of ceremonies in my troupe is well connected with other troupes.
                7 | I had a romance with a pain artist in another troupe.
                8 | Rakdos himself has witnessed me perform.
                
                d10 | Contact
                1 | I know an Azorius elocutor who has a very amusing dark side.
                2 | A Boros captain really wants to "redeem" me.
                3 | I think a member of my troupe is a Dimir agent.
                4 | I once convinced a Golgari medusa to participate in a show. We've been on good terms ever since.
                5 | I came from the Gruul and still have relatives there.
                6 | An Izzet technician provides pyrotechnics for my performances.
                7 | An Orzhov oligarch has taken an interest in my career, like a patron of the arts.
                8 | Roll an additional Rakdos contact; you can decide if the contact is an ally or a rival.
                9 | A Selesnya healer attends my performances regularly.
                10 | A Simic biomancer provides mutant monsters to add a taste of the bizarre to our shows.
            </text>
        </trait>
        <trait>
            <name>How Do I Fit In?</name>
            <text>The Cult of Rakdos encourages independent action on the part of its members. Its goal is fomenting chaos, and it firmly believes in putting its own house in disorder before carrying that mission into the larger city. So your role is to execute your vision of grand satire and disruptive performance art, as you aspire to outdo your guild mates and attract the attention of Rakdos himself.
                You work as part of a troupe, with your artistic talents used in service to a ringmaster's vision. But your performance is your own, and no one expects you to follow a script. In fact, if you go through a performance without doing something you haven't done before, you're clearly not trying hard enough.
            </text>
        </trait>
    </background>
    <background>
        <name>Selesnya Initiate</name>
        <proficiency>Nature, Persuasion</proficiency>
        <trait>
            <name>Description</name>
            <text>You are a member of a blessed community, built on the ideals of harmony. Here, nature and civilization coexist peacefully, living and growing in accordance with the will of the Worldsoul, Mat'Selesnya. As a member of the Selesnya Conclave, you are surrounded by people and other creatures who share your worldview and your longing for deeper spiritual communion with the world, and you have a fervent desire to share the joy you have experienced with Ravnica. Along with the rest of the conclave, you are committed to resisting the ambitions of the other guilds—with military force if necessary.
                • Skill Proficiencies: Nature, Persuasion
                • Tool Proficiencies: One type of artisan's tools or one musical instrument
                • Languages: Choose one of Elvish, Loxodon, or Sylvan
                • Equipment: A Selesnya insignia, a healer's kit, robes, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins)
                Source: Guildmasters' Guide to Ravnica p. 86</text>
        </trait>
        <trait>
            <name>Feature: Conclave's Shelter</name>
            <text>As a member of the Selesnya Conclave, you can count on your guild mates to provide shelter and aid. You and your companions can find a place to hide or rest in any Selesnya enclave in the city, unless you have proven to be a danger to them. The members of the enclave will shield you from the law or anyone else searching for you, though they will not risk their lives in this effort.
                In addition, as a guild member you can receive free healing and care at a Selesnya enclave, though you must provide any material components needed for spells.
            </text>
        </trait>
        <trait>
            <name>Selesnya Guild Spells</name>
            <text>Prerequisite: Spellcasting or Pact Magic class feature
                For you, the spells on the Selesnya Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
                Spell Level | Spells
                Cantrip | druidcraft, friends
                1st | aid, animal friendship, charm person
                2nd | animal messenger, calm emotions, warding bond
                3rd | plant growth, speak with plants
                4th | aura of life, conjure minor elementals
                5th | awaken, commune with nature
                
                Members of the Selesnya Conclave refer to their magic as "doruvati," a Sylvan word meaning "gift." When you use these gifts of Mat'Selesnya, graceful swirls of green and silver light dance in the air around you, and phantasmal green leaves might waft through the air. A sensation of gentle warmth and the smell of spring flowers or autumn leaves might accompany your spells.
            </text>
        </trait>
        <trait>
            <name>Suggested Characteristics</name>
            <text>Most members of the Selesnya Conclave are true believers—the tight-knit community allows little room for the cynical or disillusioned. They are spiritual, empathetic, and generally peaceful—unless roused to action. Their flaws and bonds alike grow naturally from their close ties to the community.
                d8 | Personality Trait
                1 | I never raise my voice or lose my temper.
                2 | I feel the pains and joys of everyone around me, friend or foe.
                3 | I would rather make a friend than thwart an enemy.
                4 | I'm always straining to peer into another reality that seems to be just beyond my senses.
                5 | I'm uneasy if I can't see plants growing or feel soil beneath my feet.
                6 | Seeing illness or injury in any creature saddens me.
                7 | I have much to be proud of, but I am still just one strand in the grand, interwoven tapestry of life.
                8 | Nature offers rich and abundant metaphors for understanding the complexities of life.
                
                d6 | Ideal
                1 | Guild. My guild is all that really matters. (Any)
                2 | Harmony. Nothing is more beautiful than voices and actions aligned in common purpose. (Good)
                3 | Order. Like a well-pruned tree, society thrives when everything is kept in good order. (Lawful)
                4 | Life. Preserving life and nature is always a worthwhile endeavor. (Good)
                5 | Humility. Ambition and pride are the roots of strife. (Good)
                6 | Evangelism. When all have joined the Selesnya Conclave, Ravnica will finally know peace. (Any)
                
                d6 | Bond
                1 | I would give my life in the defense of the small enclave where I first encountered Mat'Selesnya.
                2 | I love beasts and plants of all kinds, and am loath to harm them.
                3 | A healer nursed me to recovery from a mortal illness.
                4 | I'll sing the invitation of Mat'Selesnya with my dying breath.
                5 | I cherish a leaf from Vitu-Ghazi that changes color with the seasons, even though it is no longer attached to the tree.
                6 | Every member of the conclave is my kin, and I would fight for any one of them.
                
                d6 | Flaw
                1 | I'm terrified of getting into a fight where my side is outnumbered.
                2 | I assume that people mean well until they prove otherwise.
                3 | I enjoy comfort and quiet, and prefer to avoid extra effort.
                4 | I have a fierce temper that doesn't reflect the inner calm I seek.
                5 | I'm convinced that everyone else in the conclave has a deeper connection to the Worldsoul than I do.
                6 | I'm trying to atone for the life of crime I led before I joined the Selesnya, but I find it hard to give up my bad habits.
            </text>
        </trait>
        <trait>
            <name>Contacts</name>
            <text>The Selesnya Conclave is all about connections, so its members cultivate contacts throughout the guild. The guild also engages in energetic recruitment to draw converts from other guilds, and often these new guild members maintain friendships with former guild mates.
                Roll twice on the Selesnya Contacts table (for an ally and a rival) and once on the Non-Selesnya Contacts table.
                d8 | Contact
                1 | A wise centaur trainer believed in me even though I was a terrible student.
                2 | A good friend has risen to become a Ledev guardian.
                3 | I left my former guild and joined the Selesnya along with a close friend.
                4 | The dryad at the head of my enclave has taken an interest in my activities.
                5 | A sibling is an instructor at the guild's training grounds.
                6 | One of my parents is a votary, tasked with protecting the temple gardens at the Vitu-Ghazi guildhall.
                7 | I had a romance with a well-known Selesnya healer.
                8 | Trostani, the head of the guild and the voice of Mat'Selesnya, once welcomed me into her presence.
                
                d10 | Contact
                1 | I left the Azorius, and a former colleague still resents me for that act.
                2 | A good friend, eager for action, left the Selesnya and joined the Boros.
                3 | I had a relationship with a guild mate who turned out to be a Dimir agent.
                4 | I know a disgruntled Golgari assassin who is ripe for recruitment.
                5 | I'm friendly with a Gruul centaur who almost joined us a few years back.
                6 | I once had a heated public argument with an Izzet chemister, and neither of us is allowed back into that restaurant.
                7 | I paid off my debt to the Orzhov Syndicate, but my good friend was not so lucky and remains indebted to that guild.
                8 | At a time of terrible grief in my life, a Rakdos performer made a mockery of my pain, leaving me with mixed feelings of sadness and humor.
                9 | Roll an additional Selesnya contact; you can decide if the contact is an ally or a rival.
                10 | I have a sibling in the Simic Combine, and we argue every time we see each other.
            </text>
        </trait>
        <trait>
            <name>How Do I Fit In?</name>
            <text>Although the guild teaches the importance of subjugating the individual will to the good of the conclave, it also celebrates the diversity of individuals, in the same sense that a field that produces different crops is healthier than one that yields a single crop. That principle applies to your skills as an adventurer. As long as your efforts are directed toward advancing the goals of the guild rather than your private agenda, you're allowed to put your talents to work in your unique way.
                That said, you must never lose sight of the fact that you are part of a larger community. That includes the whole guild, of course, but your ties to community start with your vernadi (enclave) and its voda (dryad leader). The dryads want to know what you're doing and what purpose it serves, and they act to curtail your actions—or even expel you from the guild—if they determine that you aren't serving Selesnya's best interests.
            </text>
        </trait>
    </background>
    <background>
        <name>Simic Scientist</name>
        <proficiency>Arcana, Medicine</proficiency>
        <trait>
            <name>Description</name>
            <text>Imagine a perfect world: one in which nature and civilization exist in harmony, adapted to each other; one in which life is shaped to match its environment and the environment is shaped to match life. That's the world you have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance—but for it to keep up with the pace of advancing civilization, nature needs some help from biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that can bolster the combine's defenses against the schemes and ambitions of the other guilds, so much the better.
                • Skill Proficiencies: Arcana, Medicine
                • Languages: Two of your choice
                • Equipment: A Simic insignia, a set of common clothes, a book of research notes, an ink pen, a Ink (1-ounce bottle), a oil (flask) (made from blubber), a acid (vial) (derived from digestive juices), a vial of fish scales, a vial of seaweed, a vial of jellyfish stingers, a glass bottle of unidentified slime, and a belt pouch containing 10 gp (Azorius 1-zino coins)
                Source: Guildmasters' Guide to Ravnica p. 93</text>
        </trait>
        <trait>
            <name>Clades and Projects</name>
            <text>As a Simic researcher, you are part of a clade—a diverse group of individuals combining disparate talents in pursuit of a common goal—or a researcher on a specialized, short-term project focused on addressing an immediate need. You can roll a d6 or choose from the options in the Research Options table to determine your area of research.
                d6 | Clade/Project
                1 | Hull Clade, focused on protection and durability
                2 | Fin Clade, focused on movement
                3 | Gyre Clade, focused on cyclical patterns and metamagic
                4 | Guardian Project, focused on creating guard monsters and super soldiers
                5 | Crypsis Project, focused on intelligence and counterintelligence
                6 | Independent research in a new area
            </text>
        </trait>
        <trait>
            <name>Feature: Researcher</name>
            <text>When you attempt to learn or recall a magical or scientific fact, if you don't know that information, you know where and from whom you can obtain it. Usually, this information comes from a Simic laboratory, or sometimes from an Izzet facility, a library, a university, or an independent scholar or other learned person or creature. Knowing where the information can be found doesn't automatically enable you to learn it; you might need to offer bribes, favors, or other incentives to induce people to reveal their secrets.
                Your DM might rule that the knowledge you seek is secreted away in an inaccessible place, or that it simply can't be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
            </text>
        </trait>
        <trait>
            <name>Simic Guild Spells</name>
            <text>Prerequisite: Spellcasting or Pact Magic class feature
                For you, the spells on the Simic Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
                Spell Level | Spells
                Cantrip | acid splash, druidcraft
                1st | detect poison and disease, expeditious retreat, jump
                2nd | alter self, enhance ability, enlarge/reduce
                3rd | gaseous form, water breathing, wind wall
                4th | freedom of movement, polymorph
                5th | creation
                
                When your magic causes physical alterations in yourself or others, the result often displays the characteristics of fish, amphibians, or other water-dwelling creatures. Blue-green eddies of magical energy sometimes accompany your spellcasting, forming spirals that reflect the mathematical perfection of nature.
            </text>
        </trait>
        <trait>
            <name>Suggested Characteristics</name>
            <text>The bizarre science of the Simic Combine attracts a certain type of personality and encompasses a set of beliefs about the nature of life. Simic members' bonds and flaws derive from their scientific research—including their creation of new life forms, which they can become very attached to.
                d8 | Personality Trait
                1 | I can't wait to see what I become next!
                2 | I am convinced that everything inclines toward constant improvement.
                3 | I'm eager to explain every detail of my most intricate experiments and theories to anyone who shows the least bit of interest.
                4 | I assume that everyone needs even the most basic concepts explained to them.
                5 | I describe everything that happens as if it were going into my research notes (and it often is).
                6 | I am insatiably curious about the seemingly infinite forms and adaptations of life.
                7 | I can't resist prying into anything forbidden, since it must be terribly interesting.
                8 | I employ a highly technical vocabulary to avoid imprecision and ambiguity in my communication.
                
                d6 | Ideal
                1 | Guild. My guild is all that really matters. (Any)
                2 | Change. All life is meant to progress toward perfection, and our work is to hurry it along—no matter what must be upended along the way. (Chaotic)
                3 | Knowledge. Understanding the world is more important than what you do with your knowledge. (Neutral)
                4 | Greater Good. I want to reshape the world into higher forms of life so that all can enjoy evolution. (Good)
                5 | Logic. It's foolish to let emotions and principles interfere with the conclusions of logic. (Lawful)
                6 | Superiority. My vast intellect and strength are directed toward increasing my sway over others. (Evil)
                
                d6 | Bond
                1 | I helped create a krasis that I love like a pet and would carry with me everywhere... except it's the size of a building, and it might eat me.
                2 | In my laboratory, I discovered something that I think could eliminate half the life on Ravnica.
                3 | The other researchers in my clade are my family—a big, eccentric family including members and parts of many species.
                4 | The laboratory where I did my research contains everything that is precious to me.
                5 | I will get revenge on the shortsighted fool who killed my precious krasis creation.
                6 | Everything I do is an attempt to impress someone I love.
                
                d6 | Flaw
                1 | I have a rather embarrassing mutation that I do everything I can to keep hidden.
                2 | I'm more interested in taking notes on monstrous anatomy than in fighting monsters.
                3 | Every social situation I'm in seems to lead to my asking rude personal questions.
                4 | I'm supremely confident in my ability to adapt to any situation and handle any danger.
                5 | I'll take any risk to earn recognition for my scientific brilliance.
                6 | I have a tendency to take shortcuts in my research and any other tasks I have to complete.
            </text>
        </trait>
        <trait>
            <name>Contacts</name>
            <text>The fluid nature of clades, whose rosters span different laboratories and change as researchers discover new interests, creates abundant connections among the Simic. The guild members live in watery sinkholes called zonots, and their isolation shelters them from much contact with outsiders. Nonetheless, a fair number of Simic members are former members of other guilds.
                Roll twice on the Simic Contacts table (for an ally and a rival) and once on the Non-Simic Contacts table.
                d8 | Contact
                1 | My research builds on my parents' work and takes it in interesting new directions.
                2 | If a serious problem confounds me, I can count on my mentor to provide clarity of thought.
                3 | A former laboratory colleague went on to work on the Guardian Project.
                4 | A former colleague has ventured into fields of research that are possibly immoral and almost certainly illegal.
                5 | A former lover is now the supervisor of a prominent clade.
                6 | My sibling has become an almost unrecognizable mutant.
                7 | An old friend has retreated into a secluded life as an ascetic deepsage, devoted to contemplating philosophical principles.
                8 | My former clade supervisor is now engaged in field research studying some of the largest beasts and monsters on Ravnica.
                
                d10 | Contact
                1 | My older sibling is upset that I didn't follow them into the Azorius.
                2 | A Boros sergeant is always asking questions about my work, but I suspect they're genuinely curious.
                3 | A friend in my clade thinks I don't know they're a Dimir agent.
                4 | I helped a Golgari spore druid with the fertilization and growth of their fungus field.
                5 | I can't fathom what could have made my childhood friend run off and join the Gruul.
                6 | I love comparing notes with my friend in the Izzet, though our fields of research are very different.
                7 | I borrowed a lot of money from an Orzhov syndic to help finance my research.
                8 | A Rakdos ringmaster has taken an interest in my research which, come to think of it, might make a nice sideshow act.
                9 | I left the Selesnya—and a lover—behind when I joined the Simic.
                10 | Roll an additional Simic contact; you can decide if the contact is an ally or a rival.
            </text>
        </trait>
        <trait>
            <name>How Do I Fit In?</name>
            <text>As a Simic adventurer, your mission likely aligns with the Adaptationist philosophy; the disagreements and tensions among the guilds will soon erupt into open conflict, and your guild needs your help to ensure that the Simic survive. That help might come in the form of defending against Golgari incursions into Simic zonots or shielding Simic research from Azorius intrusion. It could also involve more subtle, diplomatic work to maintain balance among the guilds, or subterfuge aimed at undermining another guild's grab for power.
                Self-improvement is also an important part of your mission. Anything you can do to make yourself more capable—whether learning a new spell or adopting a new hybridizing mutation—gives the Simic a stronger weapon in its arsenal. The combine must change to survive, and that means individual members of the guild must grow and adapt as well.
            </text>
        </trait>
    </background>
    
    <!-- Monsters -->
    <monster>
        <name>Flying Horror</name>
        <size>M</size>
        <type>aberration</type>
        <alignment>Lawful Evil</alignment>
        <ac>16 (natural armor)</ac>
        <hp>49 (9d8+9)</hp>
        <speed>walk 30 ft., fly 60 ft.</speed>
        <str>9</str>
        <dex>20</dex>
        <con>12</con>
        <int>2</int>
        <wis>15</wis>
        <cha>16</cha>
        <save></save>
        <skill>Perception +4, Stealth +7</skill>
        <passive>14</passive>
        <languages></languages>
        <cr>3</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable>radiant</vulnerable>
        <conditionImmune>frightened</conditionImmune>
        <senses>darkvision 120 ft.</senses>
        <trait>
            <name>Fear Frenzy</name>
            <text>The horror has advantage on attack rolls against frightened creatures.</text>
        </trait>
        <trait>
            <name>Sunlight Sensitivity</name>
            <text>While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.</text>
        </trait>
        <action>
            <name>Claws</name>
            <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d6 + 5) slashing damage plus 14 (4d6) psychic damage.</text>
            <attack>Claws|7|1d6+5</attack>
        </action>
        <action>
            <name>Frightening Screech (Recharge 5-6)</name>
            <text>The horror screeches. Each creature within 30 feet of it that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the horror's Frightening Screech for the next 24 hours.</text>
        </action>
        <description>Horrors and Madness:
            Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master's Guide.
            Whenever a character fails a saving throw against the flying horror's Frightening Screech, the shadow horror's claw attack, or the skittering horror's Maddening Presence, note that fact. At the end of the encounter, have each character who failed at least one of those saving throws make a DC 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master's Guide, with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table.
            Failed Saves | Madness
            1 | Short-term
            2-3 | Long-term
            4+ | Indefinite
            
            Horrors:
            Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called horrors-a variety of things that lurk in the dark and embody the deepest fears of Ravnica's people. All are evil creatures with dim reason and preternatural cunning.
            At least three guilds have been known to compel horrors into service. For House Dimir, horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos, horrors are simply one more weapon in an arsenal of terrifying and shock-inspiring creatures that might appear on stage. For the Golgari Swarm, horrors scavenge the sewers and protect the guild's territory.
            House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors.
            Customizing a Horror:
            Horrors share some common body types but vary wildly in other characteristics. A particular horror's form might incorporate elements that resemble fiendish, insectile, or reptilian features. To customize a horror, choose a base creature (flying horror, shadow horror, or skittering horror), then roll once on the Primary Features table and once on the Secondary Features table (or choose an option from each table). Add those features to the base creature.
            
            d4 | Feature
            1 | Avoidance. If the horror is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
            2 | Damage Resistances. The horror has resistance to necrotic and psychic damage.
            3 | Innate Spellcasting. The horror's innate spellcasting ability is Charisma (spell save DC 13 for flying horror, DC 16 for shadow horror, and DC 17 for skittering horror). It can innately cast the following spells, requiring no material components: 3/day: darkness 1/day each: fear (shadow horror and skittering horror only), phantasmal killer (skittering horror only)
            4 | Psychic Rebuke. When the horror takes damage from a melee attack, it can use its reaction to emit psychic energy within a 5-foot radius. Each creature in that area takes 3 (1d6) psychic damage (flying horror), 7 (2d6) psychic damage (shadow horror), or 10 (3d6) psychic damage (skittering horror).
            
            d4 | Feature
            1 | Grasping Tendrils. The horror has four tendrils. Each tendril can be attacked (AC 12, 10 hit points). Destroying one deals no damage to the horror. As a bonus action, the horror can target one creature it can see within 10 feet of it. The target must succeed on a Dexterity saving throw or be grappled by the horror. The DC of the saving throw and the DC to escape the grapple are the same: 9 for the flying horror, 13 for the shadow horror, and 19 for the skittering horror. Until the grapple ends, the horror can't use the same tendril to grapple another target.
            2 | Indomitable Mind. The horror is immune to the charmed condition.
            3 | Keen Senses. The horror has advantage on Wisdom (Perception) checks that rely on sight, sound, or smell.
            4 | Mind Sight. Magical darkness doesn't impede the horror's darkvision.
            
            Source: Guildmasters' Guide to Ravnica p. 203</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Shadow Horror</name>
        <size>L</size>
        <type>aberration</type>
        <alignment>Lawful Evil</alignment>
        <ac>13</ac>
        <hp>120 (16d10+32)</hp>
        <speed>walk 40 ft.</speed>
        <str>12</str>
        <dex>16</dex>
        <con>14</con>
        <int>2</int>
        <wis>17</wis>
        <cha>18</cha>
        <save></save>
        <skill>Perception +7, Stealth +11</skill>
        <passive>17</passive>
        <languages></languages>
        <cr>9</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable>radiant</vulnerable>
        <conditionImmune>frightened</conditionImmune>
        <senses>darkvision 120 ft.</senses>
        <trait>
            <name>Incorporeal Movement</name>
            <text>The horror can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
        </trait>
        <trait>
            <name>Shadow Stealth</name>
            <text>While in dim light or darkness, the horror can take the Hide action as a bonus action.</text>
        </trait>
        <trait>
            <name>Shadow Stride</name>
            <text>As a bonus action, the horror can step into a shadow within 5 feet of it and magically appear in an unoccupied space within 5 feet of a second shadow that is up to 60 feet away. Both shadows must be cast by a Small or larger creature or object.</text>
        </trait>
        <trait>
            <name>Sunlight Sensitivity</name>
            <text>While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The horror makes three attacks: one with its bite and two with its claws.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 21 (4d8 + 3) piercing damage.</text>
            <attack>Bite|7|4d8+3</attack>
        </action>
        <action>
            <name>Claw</name>
            <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (3d6 + 3) slashing damage, and the target must succeed on a DC 16 Wisdom saving throw or be frightened of the horror until the end of the target's next turn.</text>
            <attack>Claw|7|3d6+3</attack>
        </action>
        <action>
            <name>Lashing Shadows (Recharge 5-6)</name>
            <text>Each creature within 60 feet of the horror, except other horrors, must succeed on a DC 16 Dexterity saving throw or take 27 (6d8) necrotic damage.</text>
        </action>
        <description>Horrors and Madness:
            Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master's Guide.
            Whenever a character fails a saving throw against the flying horror's Frightening Screech, the shadow horror's claw attack, or the skittering horror's Maddening Presence, note that fact. At the end of the encounter, have each character who failed at least one of those saving throws make a DC 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master's Guide, with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table.
            Failed Saves | Madness
            1 | Short-term
            2-3 | Long-term
            4+ | Indefinite
            
            Horrors:
            Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called horrors-a variety of things that lurk in the dark and embody the deepest fears of Ravnica's people. All are evil creatures with dim reason and preternatural cunning.
            At least three guilds have been known to compel horrors into service. For House Dimir, horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos, horrors are simply one more weapon in an arsenal of terrifying and shock-inspiring creatures that might appear on stage. For the Golgari Swarm, horrors scavenge the sewers and protect the guild's territory.
            House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors.
            Customizing a Horror:
            Horrors share some common body types but vary wildly in other characteristics. A particular horror's form might incorporate elements that resemble fiendish, insectile, or reptilian features. To customize a horror, choose a base creature (flying horror, shadow horror, or skittering horror), then roll once on the Primary Features table and once on the Secondary Features table (or choose an option from each table). Add those features to the base creature.
            d4 | Feature
            1 | Avoidance. If the horror is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
            2 | Damage Resistances. The horror has resistance to necrotic and psychic damage.
            3 | Innate Spellcasting. The horror's innate spellcasting ability is Charisma (spell save DC 13 for flying horror, DC 16 for shadow horror, and DC 17 for skittering horror). It can innately cast the following spells, requiring no material components: 3/day: darkness 1/day each: fear (shadow horror and skittering horror only), phantasmal killer (skittering horror only)
            4 | Psychic Rebuke. When the horror takes damage from a melee attack, it can use its reaction to emit psychic energy within a 5-foot radius. Each creature in that area takes 3 (1d6) psychic damage (flying horror), 7 (2d6) psychic damage (shadow horror), or 10 (3d6) psychic damage (skittering horror).
            
            d4 | Feature
            1 | Grasping Tendrils. The horror has four tendrils. Each tendril can be attacked (AC 12, 10 hit points). Destroying one deals no damage to the horror. As a bonus action, the horror can target one creature it can see within 10 feet of it. The target must succeed on a Dexterity saving throw or be grappled by the horror. The DC of the saving throw and the DC to escape the grapple are the same: 9 for the flying horror, 13 for the shadow horror, and 19 for the skittering horror. Until the grapple ends, the horror can't use the same tendril to grapple another target.
            2 | Indomitable Mind. The horror is immune to the charmed condition.
            3 | Keen Senses. The horror has advantage on Wisdom (Perception) checks that rely on sight, sound, or smell.
            4 | Mind Sight. Magical darkness doesn't impede the horror's darkvision.
            
            Source: Guildmasters' Guide to Ravnica p. 205</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Skittering Horror</name>
        <size>H</size>
        <type>aberration</type>
        <alignment>Lawful Evil</alignment>
        <ac>17 (natural armor)</ac>
        <hp>228 (24d12+72)</hp>
        <speed>walk 40 ft., climb 40 ft.</speed>
        <str>22</str>
        <dex>16</dex>
        <con>17</con>
        <int>2</int>
        <wis>14</wis>
        <cha>18</cha>
        <save></save>
        <skill>Perception +7, Stealth +8</skill>
        <passive>17</passive>
        <languages></languages>
        <cr>15</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable>radiant</vulnerable>
        <conditionImmune>frightened</conditionImmune>
        <senses>darkvision 120 ft.</senses>
        <trait>
            <name>Spider Climb</name>
            <text>The horror can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
        </trait>
        <trait>
            <name>Sunlight Sensitivity</name>
            <text>While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The horror can use its Maddening Presence and make three attacks: one with its bite and two with its claws.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 28 (4d10 + 6) piercing damage.</text>
            <attack>Bite|11|4d10+6</attack>
        </action>
        <action>
            <name>Claws</name>
            <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 24 (4d8 + 6) slashing damage.</text>
            <attack>Claws|11|4d8+6</attack>
        </action>
        <action>
            <name>Maddening Presence</name>
            <text>The horror targets one creature it can see within 30 feet of it. If the target can see or hear the horror, the target must make a DC 17 Wisdom saving throw. On a failed saving throw, the target becomes paralyzed until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the horror's Maddening Presence for the next 24 hours.</text>
        </action>
        <!-- <description>Horrors and Madness:
            Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master's Guide.
            Whenever a character fails a saving throw against the flying horror's Frightening Screech, the shadow horror's claw attack, or the skittering horror's Maddening Presence, note that fact. At the end of the encounter, have each character who failed at least one of those saving throws make a DC 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master's Guide, with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table.
            Failed Saves | Madness
            1 | Short-term
            2-3 | Long-term
            4+ | Indefinite
            
            Horrors:
            Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called horrors-a variety of things that lurk in the dark and embody the deepest fears of Ravnica's people. All are evil creatures with dim reason and preternatural cunning.
            At least three guilds have been known to compel horrors into service. For House Dimir, horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos, horrors are simply one more weapon in an arsenal of terrifying and shock-inspiring creatures that might appear on stage. For the Golgari Swarm, horrors scavenge the sewers and protect the guild's territory.
            House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors.
            Customizing a Horror:
            Horrors share some common body types but vary wildly in other characteristics. A particular horror's form might incorporate elements that resemble fiendish, insectile, or reptilian features. To customize a horror, choose a base creature (flying horror, shadow horror, or skittering horror), then roll once on the Primary Features table and once on the Secondary Features table (or choose an option from each table). Add those features to the base creature.
            d4 | Feature
            1 | Avoidance. If the horror is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
            2 | Damage Resistances. The horror has resistance to necrotic and psychic damage.
            3 | Innate Spellcasting. The horror's innate spellcasting ability is Charisma (spell save DC 13 for flying horror, DC 16 for shadow horror, and DC 17 for skittering horror). It can innately cast the following spells, requiring no material components: 3/day: darkness 1/day each: fear (shadow horror and skittering horror only), phantasmal killer (skittering horror only)
            4 | Psychic Rebuke. When the horror takes damage from a melee attack, it can use its reaction to emit psychic energy within a 5-foot radius. Each creature in that area takes 3 (1d6) psychic damage (flying horror), 7 (2d6) psychic damage (shadow horror), or 10 (3d6) psychic damage (skittering horror).
            
            d4 | Feature
            1 | Grasping Tendrils. The horror has four tendrils. Each tendril can be attacked (AC 12, 10 hit points). Destroying one deals no damage to the horror. As a bonus action, the horror can target one creature it can see within 10 feet of it. The target must succeed on a Dexterity saving throw or be grappled by the horror. The DC of the saving throw and the DC to escape the grapple are the same: 9 for the flying horror, 13 for the shadow horror, and 19 for the skittering horror. Until the grapple ends, the horror can't use the same tendril to grapple another target.
            2 | Indomitable Mind. The horror is immune to the charmed condition.
            3 | Keen Senses. The horror has advantage on Wisdom (Perception) checks that rely on sight, sound, or smell.
            4 | Mind Sight. Magical darkness doesn't impede the horror's darkvision.
            
            Source: Guildmasters' Guide to Ravnica p. 205</description> -->
        <environment></environment>
    </monster>
    <monster>
        <name>Archon of the Triumvirate</name>
        <size>M</size>
        <type>celestial</type>
        <alignment>Lawful Neutral</alignment>
        <ac>18 (plate armor)</ac>
        <hp>144 (17d8+68)</hp>
        <speed>walk 30 ft.</speed>
        <str>20</str>
        <dex>15</dex>
        <con>19</con>
        <int>15</int>
        <wis>21</wis>
        <cha>18</cha>
        <save>Con +9, Wis +10, Cha +9</save>
        <skill>Insight +10, Perception +10</skill>
        <passive>20</passive>
        <languages>All</languages>
        <cr>14</cr>
        <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune>charmed, exhaustion, frightened</conditionImmune>
        <senses>darkvision 120 ft.</senses>
        <trait>
            <name>Eye of the Law</name>
            <text>As a bonus action, the archon can target a creature it can see within 120 feet of it and determine which laws that creature has broken in the last 24 hours.</text>
        </trait>
        <trait>
            <name>Mount</name>
            <text>If the archon isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount along with any equipment it is wearing or carrying. While mounted and not incapacitated, the archon can't be surprised, and both it and its mount gain advantage on Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The archon makes two Hammer of Justice attacks.</text>
        </action>
        <action>
            <name>Hammer of Justice</name>
            <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage plus 18 (4d8) force damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.</text>
            <attack>Hammer of Justice|10|2d6+5</attack>
        </action>
        <action>
            <name>Pacifying Presence</name>
            <text>Each creature of the archon's choice that the archon can see within 120 feet of it must succeed on a DC 18 Wisdom saving throw, or else the target drops any weapons it is holding, ends its concentration on any spells or other effects, and becomes charmed by the archon for 1 minute. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the archon's Pacifying Presence for the next 24 hours.</text>
        </action>
        <legendary>
            <text>The celestial can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial regains spent legendary actions at the start of its turn.</text>
        </legendary>
        <legendary>
            <name>Rejoin Mount</name>
            <text>If the archon isn't mounted, it magically teleports to its steed and mounts it as long as the archon and its steed are on the same plane of existence.</text>
        </legendary>
        <legendary>
            <name>Smite (Costs 2 Actions)</name>
            <text>The archon makes a Hammer of Justice attack, and then its mount can use its reaction to make a melee weapon attack.</text>
        </legendary>
        <legendary>
            <name>Detention (Costs 3 Actions)</name>
            <text>The archon targets a creature it can see within 60 feet of it. The target must succeed on a DC 18 Charisma saving throw or be magically teleported to a harmless demiplane until the end of the archon's next turn, whereupon the target reappears in the space it left or the nearest unoccupied space if that space is occupied.</text>
        </legendary>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The archon's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The archon can innately cast the following spells, requiring no material components:</text>
            <text>At will: calm emotions, command, compelled duel</text>
        </trait>
        <spells>calm emotions, command, compelled duel</spells>
        <description>Eternal Riders
            The bond between an archon and its winged felidar mount is so close that the two are sometimes considered a single being, acting with a single mind. If an archon is ever thrown from its saddle, it can magically return to its place astride its mount in an instant.
            Immortal Nature
            An archon doesn't require food, drink, or sleep.
            Source: Guildmasters' Guide to Ravnica p. 192</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Battleforce Angel</name>
        <size>M</size>
        <type>celestial</type>
        <alignment>Lawful Good</alignment>
        <ac>18 (plate armor)</ac>
        <hp>66 (12d8+12)</hp>
        <speed>walk 30 ft., fly 90 ft.</speed>
        <str>16</str>
        <dex>12</dex>
        <con>13</con>
        <int>11</int>
        <wis>17</wis>
        <cha>18</cha>
        <save>Wis +6, Cha +7</save>
        <skill>Investigation +3, Perception +6</skill>
        <passive>16</passive>
        <languages>all</languages>
        <cr>5</cr>
        <resist>fire, radiant</resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune>charmed, exhaustion, frightened</conditionImmune>
        <senses>darkvision 120 ft., truesight 120 ft.</senses>
        <trait>
            <name>Flyby</name>
            <text>The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach.</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>The angel has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The angel makes two melee attacks. It also uses Battlefield Inspiration.</text>
        </action>
        <action>
            <name>Longsword</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) radiant damage. If the target is within 5 feet of any of the angel's allies, the target takes an extra 2 (1d4) radiant damage.</text>
            <attack>Longsword|6|1d8+3</attack>
        </action>
        <action>
            <name>Battlefield Inspiration</name>
            <text>The angel chooses up to three creatures it can see within 30 feet of it. Until the end of the angel's next turn, each target can add a d4 to its attack rolls and saving throws.</text>
        </action>
        <description>Battleforce angels are the radiant hosts that soar into combat, bathed in the light of Boros zeal. They lead companies of mortal soldiers from above or fly ahead of roc-mounted skyknights. They don't shy away from the blood, pain, and confusion of combat; rather, they immerse themselves in the shifting tides of battle. Only by wading into the battle can they fulfill their responsibility to carry out the commands of the warleaders by adapting their tactics to the shifting situation on the ground.
            Warleaders
            The wisest, most visionary angels are responsible for forming and implementing the military strategy of the Boros Legion. Since they are immortal, their plans might span centuries, and they have been known to accept decades of losses as a reasonable cost for a more significant victory many years later. These warleaders have the statistics of planetars or solars (as presented in the Monster Manual), but their appearance is similar to other Boros angels.
            Source: Guildmasters' Guide to Ravnica p. 189</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Deathpact Angel</name>
        <size>M</size>
        <type>celestial</type>
        <alignment>Lawful Evil</alignment>
        <ac>18 (natural armor)</ac>
        <hp>175 (27d8+54)</hp>
        <speed>walk 30 ft., fly 90 ft.</speed>
        <str>16</str>
        <dex>18</dex>
        <con>14</con>
        <int>19</int>
        <wis>20</wis>
        <cha>23</cha>
        <save>Int +9, Wis +10, Cha +11</save>
        <skill>Insight +10, Intimidation +11, Perception +10, Persuasion +11</skill>
        <passive>20</passive>
        <languages>all</languages>
        <cr>14</cr>
        <resist>necrotic, radiant; bludgeoning, piercing, slashing from nonmagical attacks</resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune>charmed, exhaustion, frightened</conditionImmune>
        <senses>truesight 120 ft.</senses>
        <trait>
            <name>Exploitation of the Debtors</name>
            <text>As a bonus action, the angel targets a creature charmed by it that it can see within 30 feet of it. The angel deals 11 (2d10) necrotic damage to the target, and the angel gains temporary hit points equal to the damage dealt.</text>
        </trait>
        <trait>
            <name>Flyby</name>
            <text>The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach.</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>The angel has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The angel makes two attacks with its scythe. It can substitute Chains of Obligation for one of these attacks.</text>
        </action>
        <action>
            <name>Scythe</name>
            <text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 9 (2d4 + 4) slashing damage plus 27 (6d8) necrotic damage.</text>
            <attack>Scythe|9|2d4+4</attack>
        </action>
        <action>
            <name>Chains of Obligation</name>
            <text>The angel targets one creature charmed by it that it can see within 90 feet of it. The target must succeed on a DC 19 Charisma saving throw or become paralyzed for 1 minute or until it takes any damage.</text>
        </action>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The angel's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The angel can innately cast the following spells, requiring no material components:</text>
            <text>At will: command (as a 2nd-level spell), detect evil and good</text>
            <text>1/day: raise dead</text>
            <text>3/day each: charm person (as a 5th-level spell), darkness, suggestion</text>
        </trait>
        <spells>command, detect evil and good, raise dead, charm person, darkness, suggestion</spells>
        <description>Gift Givers
            Posing as a beneficent god, a deathpact angel attracts petitioners who beg the angel for blessings: wealth, prestige, health, revenge, and the like. Imagining itself generous and merciful, the angel usually tries to grant the petitioners what they seek by using its abilities, drawing from its hoard of riches, or extorting favors from other members of the guild. True to the spirit of the Orzhov, though, the angel doesn't bestow these gifts out of kindness, but for the sake of gaining fanatical followers who owe it life debts.
            Debt and Indenture
            Those who receive favors from a deathpact angel incur a debt that they carry with fervent devotion. They regularly bring trinkets and offerings to the angel, no longer asking or expecting anything in return, and even willingly offer up their mortal lives for their angelic patron. Even after death, these debtors continue to serve the angel and the Orzhov Syndicate as indentured spirits (described later in this chapter).
            Debts Paid
            Orzhov Angels:
            Few angels find anything appealing in the corruption and decadence embodied by the Orzhov Syndicate, since such a society is fundamentally antithetical to their natures, but disillusionment can seduce even immortal beings. When cynicism takes root in an angel's heart, when questions undermine devotion to the cause of justice, when strength becomes a tool to lord over the weak, the Orzhov Syndicate is there to welcome the angel with open arms, offering status, respect, and power.
            Orzhov angels might claim positions as executioners, commanders, or power brokers, but more often they carve out their own place in the guild, standing apart from the otherwise rigid hierarchy of the Orzhov.
            Source: Guildmasters' Guide to Ravnica p. 192</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Felidar</name>
        <size>L</size>
        <type>celestial</type>
        <alignment>Lawful Neutral</alignment>
        <ac>17 (natural armor)</ac>
        <hp>93 (11d10+33)</hp>
        <speed>walk 40 ft.</speed>
        <str>19</str>
        <dex>16</dex>
        <con>17</con>
        <int>10</int>
        <wis>17</wis>
        <cha>14</cha>
        <save>Dex +6, Wis +6, Cha +5</save>
        <skill>Insight +6, Perception +6</skill>
        <passive>16</passive>
        <languages>understands Celestial and Common but can't speak</languages>
        <cr>5</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses>truesight 120 ft.</senses>
        <trait>
            <name>Bonding</name>
            <text>The felidar can magically bond with one creature it can see, right after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the felidar bonds with a different creature or until the bonded creature dies. This bond has the following effects: The felidar and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet. The felidar can sense the direction and distance to the bonded creature if they're on the same plane of existence. As an action, the felidar or the bonded creature can sense what the other sees and hears, during which time it loses its own sight and hearing. This effect lasts until the start of its next turn.</text>
        </trait>
        <trait>
            <name>Keen Hearing and Sight</name>
            <text>The felidar has advantage on Wisdom (Perception) checks that rely on hearing or sight.</text>
        </trait>
        <trait>
            <name>Pounce</name>
            <text>If the felidar moves at least 20 feet straight toward a creature and hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the felidar can make one claw attack against it as a bonus action.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The felidar makes two attacks: one with its bite and one with its claws.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 17 (3d8 + 4) piercing damage.</text>
            <attack>Bite|7|3d8+4</attack>
        </action>
        <action>
            <name>Claws</name>
            <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (3d6 + 4) slashing damage.</text>
            <attack>Claws|7|3d6+4</attack>
        </action>
        <action>
            <name>Variant: Winged Felidars</name>
            <text>Some felidars boast huge, feathered wings. A winged felidar uses the same stat block as an ordinary felidar, with the addition of a flying speed of 40 feet.</text>
        </action>
        <description>A felidar is a celestial creature whose nature reflects an inherent devotion to law and order. It resembles an enormous cat with two pairs of downward-sloping horns and prominent teeth. Its blue-gray hide has a silvery, geometric pattern, and its thick white 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 of justice. Other felidars ally with members of the Azorius Senate and form bonds with high-ranking justiciars and ministers, aiding them in enforcing the law and tracking down criminals. Some Azorius felidars form bonds with important prisoners in Azorius custody, ensuring that the felidars can track down the felons if they escape custody.
            Source: Guildmasters' Guide to Ravnica p. 199</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Firemane Angel</name>
        <size>M</size>
        <type>celestial</type>
        <alignment>Chaotic Good</alignment>
        <ac>18 (plate armor)</ac>
        <hp>135 (18d8+54)</hp>
        <speed>walk 40 ft., fly 120 ft.</speed>
        <str>22</str>
        <dex>15</dex>
        <con>17</con>
        <int>12</int>
        <wis>14</wis>
        <cha>23</cha>
        <save>Str +10, Wis +6, Cha +10</save>
        <skill>Insight +6, Perception +6</skill>
        <passive>16</passive>
        <languages>all</languages>
        <cr>12</cr>
        <resist>fire, radiant; bludgeoning, piercing, slashing from nonmagical attacks</resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune>charmed, exhaustion, frightened</conditionImmune>
        <senses>truesight 120 ft.</senses>
        <trait>
            <name>Flyby</name>
            <text>The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach.</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>The angel has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <trait>
            <name>Relentless (Recharges after a Short or Long Rest)</name>
            <text>If the angel takes 21 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The angel makes two melee attacks.</text>
        </action>
        <action>
            <name>Longsword</name>
            <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6) slashing damage if used with two hands, plus 22 (5d8) fire or radiant damage (angel's choice).</text>
            <attack>Longsword|10|1d8+6</attack>
        </action>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The angel's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The angel can innately cast the following spells, requiring no material components:</text>
            <text>3/day each: compelled duel, guiding bolt (as a 5th-level spell)</text>
            <text>1/day each: daylight, fireball (as a 6th-level spell)</text>
        </trait>
        <spells>compelled duel, guiding bolt, daylight, fireball</spells>
        <description>Firemane angels are holy champions and paragons of war who specialize in single combat. They are powerful warriors who seek out the mightiest foes in any conflict, trusting lesser soldiers to handle lesser opponents.
            Like many other Boros angels, firemanes typically have red hair. In the heat of battle, a firemane's hair can ignite, transforming into a mane of flames cascading over its shoulders and down its back.
            Warleaders
            The wisest, most visionary angels are responsible for forming and implementing the military strategy of the Boros Legion. Since they are immortal, their plans might span centuries, and they have been known to accept decades of losses as a reasonable cost for a more significant victory many years later. These warleaders have the statistics of planetars or solars (as presented in the Monster Manual), but their appearance is similar to other Boros angels.
            Source: Guildmasters' Guide to Ravnica p. 190</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Aurelia</name>
        <size>M</size>
        <type>celestial (angel)</type>
        <alignment>Lawful Good</alignment>
        <ac>22 (natural armor)</ac>
        <hp>287 (25d8+175)</hp>
        <speed>walk 50 ft., fly 150 ft.</speed>
        <str>26</str>
        <dex>24</dex>
        <con>25</con>
        <int>17</int>
        <wis>25</wis>
        <cha>30</cha>
        <save>Dex +14, Con +14, Cha +17</save>
        <skill>Insight +14, Perception +14</skill>
        <passive>24</passive>
        <languages>all</languages>
        <cr>23</cr>
        <resist>necrotic, radiant; bludgeoning, piercing, slashing from nonmagical attacks</resist>
        <immune>poison</immune>
        <vulnerable></vulnerable>
        <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
        <senses>truesight 120 ft.</senses>
        <trait>
            <name>Legendary Resistance (3/Day)</name>
            <text>If Aurelia fails a saving throw, she can choose to succeed instead.</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>Aurelia has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>Aurelia makes three longsword attacks and uses Leadership.</text>
        </action>
        <action>
            <name>Longsword</name>
            <text>Melee Weapon Attack: +15 to hit, reach 5 ft., one target. 12 (1d8 + 8) slashing damage, or 13 (1d10 + 8) slashing damage when used with two hands, plus 27 (6d8) radiant damage.</text>
            <attack>Longsword|15|1d8+8</attack>
        </action>
        <action>
            <name>Leadership</name>
            <text>Aurelia utters a few inspiring words to one creature she can see within 30 feet of her. If the creature can hear her, it can add a d10 to one attack roll or saving throw it makes before the start of Aurelia's next turn.</text>
        </action>
        <action>
            <name>Warleader's Helix (Recharge 5-6)</name>
            <text>Ranged Spell Attack: +17 to hit, range 60 ft., one creature. 54 (12d8) radiant damage, and Aurelia can choose another creature she can see within 10 feet of the target. The second creature regains 27 (6d8) hit points.</text>
            <attack>Warleader's Helix (Recharge 5-6)|17|12d8</attack>
        </action>
        <reaction>
            <name>Parry</name>
            <text>Aurelia adds 7 to her AC against one melee attack that would hit her. To do so, Aurelia must see the attacker and be wielding a melee weapon.</text>
        </reaction>
        <reaction>
            <name>Unyielding</name>
            <text>When Aurelia is subjected to an effect that would move her, knock her prone, or both, she can use her reaction to be neither moved nor knocked prone.</text>
        </reaction>
        <legendary>
            <text>Aurelia can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Aurelia regains spent legendary actions at the start of its turn.</text>
        </legendary>
        <legendary>
            <name>Command Allies</name>
            <text>Aurelia chooses up to three creatures she can see within 30 feet of her. If a chosen creature can see or hear Aurelia, it can immediately use its reaction to make one weapon attack, with advantage on the attack roll.</text>
        </legendary>
        <legendary>
            <name>Longsword Attack (Costs 2 Actions)</name>
            <text>Aurelia makes one longsword attack.</text>
        </legendary>
        <legendary>
            <name>Frighten Foes (Costs 3 Actions)</name>
            <text>Aurelia targets up to five creatures she can see within 30 feet of her. Each target must succeed on a DC 25 Wisdom saving throw or be frightened of her until the end of her next turn. Any target within 5 feet of Aurelia has disadvantage on the saving throw.</text>
        </legendary>
        <description>Immortal Nature
            Aurelia doesn't require food, drink, or sleep.
            Source: Guildmasters' Guide to Ravnica p. 230</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Servitor Thrull</name>
        <size>S</size>
        <type>construct</type>
        <alignment>Unaligned</alignment>
        <ac>11</ac>
        <hp>22 (4d6+8)</hp>
        <speed>walk 30 ft.</speed>
        <str>11</str>
        <dex>13</dex>
        <con>14</con>
        <int>6</int>
        <wis>6</wis>
        <cha>3</cha>
        <save></save>
        <skill></skill>
        <passive>8</passive>
        <languages>understands Common but can't speak</languages>
        <cr>1/4</cr>
        <resist></resist>
        <immune>poison</immune>
        <vulnerable></vulnerable>
        <conditionImmune>exhaustion, poisoned</conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <action>
            <name>Claws</name>
            <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage.</text>
            <attack>Claws|3|1d8+1</attack>
        </action>
        <reaction>
            <name>Self-Sacrifice</name>
            <text>When a creature within 5 feet of the thrull is hit by an attack, the thrull swaps places with that creature and is hit instead.</text>
        </reaction>
        <description>The most wretched of thrulls are the servitors, small and slender, that serve as playthings for their Orzhov masters. They run trivial errands, transport small items, caper and dance, and keep their masters' expensive robes from trailing on the dirty street. They are utterly loyal, lacking any concept of thinking for themselves.
            Construct Nature
            A thrull doesn't require air, food, drink, or sleep.
            Source: Guildmasters' Guide to Ravnica p. 221</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Winged Thrull</name>
        <size>S</size>
        <type>construct</type>
        <alignment>Unaligned</alignment>
        <ac>12</ac>
        <hp>31 (7d6+7)</hp>
        <speed>walk 30 ft., fly 30 ft.</speed>
        <str>9</str>
        <dex>15</dex>
        <con>12</con>
        <int>8</int>
        <wis>9</wis>
        <cha>8</cha>
        <save>Dex +4</save>
        <skill></skill>
        <passive>9</passive>
        <languages>understands Common but can't speak</languages>
        <cr>1/2</cr>
        <resist></resist>
        <immune>poison</immune>
        <vulnerable></vulnerable>
        <conditionImmune>exhaustion, poisoned</conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <action>
            <name>Claws</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage.</text>
            <attack>Claws|4|2d4+2</attack>
        </action>
        <action>
            <name>Rock</name>
            <text>Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. 5 (1d6 + 2) bludgeoning damage.</text>
            <attack>Rock|4|1d6+2</attack>
        </action>
        <reaction>
            <name>Self-Sacrifice</name>
            <text>When a creature within 5 feet of the thrull is hit by an attack, the thrull swaps places with that creature and is hit instead.</text>
        </reaction>
        <description>Winged thrulls are at once the most intelligent of Orzhov thrulls (which isn't saying much), as well as the smallest, most unobtrusive, and most mobile. They act as messengers and spies for their Orzhov masters and tend to mimic the mannerisms and movements of the oligarchs they serve.
            Construct Nature
            A thrull doesn't require air, food, drink, or sleep.
            Source: Guildmasters' Guide to Ravnica p. 221</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Niv-Mizzet</name>
        <size>G</size>
        <type>dragon</type>
        <alignment>Chaotic Neutral</alignment>
        <ac>22 (natural armor)</ac>
        <hp>370 (19d20+171)</hp>
        <speed>walk 40 ft., climb 30 ft., fly 80 ft.</speed>
        <str>29</str>
        <dex>14</dex>
        <con>29</con>
        <int>30</int>
        <wis>17</wis>
        <cha>25</cha>
        <save>Con +17, Int +18, Wis +11</save>
        <skill>Arcana +18, Insight +11, Perception +11</skill>
        <passive>21</passive>
        <languages>Common, Draconic</languages>
        <cr>26</cr>
        <resist>cold, psychic, thunder</resist>
        <immune>fire, lightning</immune>
        <vulnerable></vulnerable>
        <conditionImmune>charmed</conditionImmune>
        <senses>blindsight 60 ft., darkvision 120 ft.</senses>
        <trait>
            <name>Legendary Resistance (3/Day)</name>
            <text>If Niv-Mizzet fails a saving throw, he can choose to succeed instead.</text>
        </trait>
        <trait>
            <name>Locus of the Firemind</name>
            <text>Niv-Mizzet can maintain concentration on two different spells at the same time. In addition, he has advantage on saving throws to maintain concentration on spells.</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>Niv-Mizzet has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <trait>
            <name>Master Chemister</name>
            <text>When Niv-Mizzet casts a spell that deals damage, he can change the spell's damage to cold, fire, force, lightning, or thunder.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>Niv-Mizzet makes three attacks: one with his bite and two with his claws.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 18 (2d8 + 9) piercing damage plus 14 (4d6) fire damage.</text>
            <attack>Bite|17|2d8+9</attack>
        </action>
        <action>
            <name>Claw</name>
            <text>Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 14 (2d4 + 9) slashing damage.</text>
            <attack>Claw|17|2d4+9</attack>
        </action>
        <action>
            <name>Tail</name>
            <text>Melee Weapon Attack: +17 to hit, reach 20 ft., one target. 16 (2d6 + 9) bludgeoning damage.</text>
            <attack>Tail|17|2d6+9</attack>
        </action>
        <action>
            <name>Fire Breath (Recharge 5-6)</name>
            <text>Niv-Mizzet exhales fire in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.</text>
        </action>
        <legendary>
            <text>Niv-Mizzet can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Niv-Mizzet regains spent legendary actions at the start of its turn.</text>
        </legendary>
        <legendary>
            <name>Cantrip</name>
            <text>Niv-Mizzet casts one of his cantrips.</text>
        </legendary>
        <legendary>
            <name>Tail Attack</name>
            <text>Niv-Mizzet makes a tail attack.</text>
        </legendary>
        <legendary>
            <name>Wing Attack (Costs 2 Actions)</name>
            <text>Niv-Mizzet beats his wings. Each creature within 15 feet of him must succeed on a DC 25 Dexterity saving throw or take 14 (2d4 + 9) bludgeoning damage and be knocked prone. Niv-Mizzet can then fly up to half his flying speed.</text>
        </legendary>
        <legendary>
            <name>Dracogenius (Costs 3 Actions)</name>
            <text>Niv-Mizzet regains a spell slot of 3rd level or lower.</text>
        </legendary>
        <trait>
            <name>Spellcasting</name>
            <text>Niv-Mizzet is a 20th-level Izzet spellcaster. His spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). He has the following wizard spells prepared:</text>
            <text>Cantrips (at will): fire bolt, light, prestidigitation, ray of frost, shocking grasp</text>
            <text>• 1st level (4 slots): detect magic, magic missile, shield, thunderwave, unseen servant</text>
            <text>• 2nd level (3 slots): blur, enlarge/reduce, flaming sphere, scorching ray</text>
            <text>• 3rd level (3 slots): counterspell, fireball, hold person, lightning bolt, slow</text>
            <text>• 4th level (3 slots): confusion, dimension door, fabricate</text>
            <text>• 5th level (2 slots): conjure elemental, polymorph, wall of fire, wall of force</text>
            <text>• 6th level (1 slots): chain lightning, disintegrate, true seeing</text>
            <text>• 7th level (1 slots): project image, reverse gravity, teleport</text>
            <text>• 8th level (1 slots): control weather, maze, power word stun</text>
            <text>• 9th level (1 slots): prismatic wall</text>
        </trait>
        <slots>4, 3, 3, 3, 2, 1, 1, 1, 1</slots>
        <spells>fire bolt, light, prestidigitation, ray of frost, shocking grasp, detect magic, magic missile, shield, thunderwave, unseen servant, blur, enlarge/reduce, flaming sphere, scorching ray, counterspell, fireball, hold person, lightning bolt, slow, confusion, dimension door, fabricate, conjure elemental, polymorph, wall of fire, wall of force, chain lightning, disintegrate, true seeing, project image, reverse gravity, teleport, control weather, maze, power word stun, prismatic wall</spells>
        <description>Possessed of arrogance and vanity that matches his vast intellect and tremendous power, Niv-Mizzet is the ancient dragon who founded and continues to control the Izzet League. From his private laboratory at the top of the Izzet guildhall, Niv-Mizzet directs the research and experiments of his countless underlings. He coordinates a tremendous number of apparently unrelated projects, working toward some mysterious end.
            There can be little doubt that this ancient dragon is one of the most intelligent beings on Ravnica and one of the world's most powerful spellcasters. He is just as acquisitive as any dragon, but his treasure is scientific and magical knowledge. His ambition is a looming threat in the minds of all the other guildmasters, but confronting him directly is almost unthinkable thanks to the combination of his awesome magical power and the sheer physical threat of a fire-breathing, swordtoothed dragon.
            Source: Guildmasters' Guide to Ravnica p. 241</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Arclight Phoenix</name>
        <size>M</size>
        <type>elemental</type>
        <alignment>Chaotic Neutral</alignment>
        <ac>16</ac>
        <hp>142 (19d8+57)</hp>
        <speed>walk 0 ft., fly 120 ft.</speed>
        <str>15</str>
        <dex>22</dex>
        <con>17</con>
        <int>5</int>
        <wis>12</wis>
        <cha>7</cha>
        <save>Dex +10</save>
        <skill></skill>
        <passive>11</passive>
        <languages></languages>
        <cr>12</cr>
        <resist>thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
        <immune>lightning, poison</immune>
        <vulnerable></vulnerable>
        <conditionImmune>exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious</conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <trait>
            <name>Flyby</name>
            <text>The arclight phoenix doesn't provoke an opportunity attack when it flies out of an enemy's reach.</text>
        </trait>
        <trait>
            <name>Grounded Lightning</name>
            <text>The first time on a turn that the arclight phoenix touches the ground, it takes 11 (2d10) force damage.</text>
        </trait>
        <trait>
            <name>Illumination</name>
            <text>The arclight phoenix sheds bright light in a 15-foot radius and dim light for an additional 15 feet.</text>
        </trait>
        <trait>
            <name>Lightning Form</name>
            <text>The arclight phoenix can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 9 (2d8) lightning damage. In addition, the arclight phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 9 (2d8) lightning damage.</text>
        </trait>
        <trait>
            <name>Crackling Death</name>
            <text>When the arclight phoenix dies, it explodes. Each creature within 30 feet of it must make a DC 18 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one. The explosion destroys the phoenix but leaves behind a Tiny, warm egg with a mizzium shell. The egg contains the embryo of a new arclight phoenix. It hatches when it is in the area of a spell that deals lightning damage, or if a creature touches the egg and expends spell slots whose combined levels equal 13 or more. When it hatches, the egg releases a new arclight phoenix that appears in the egg's space.</text>
        </trait>
        <action>
            <name>Arclight Touch</name>
            <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 27 (6d8) lightning damage, and lightning jumps from the target to one creature of the phoenix's choice that it can see within 30 feet of the target. That second creature must succeed on a DC 18 Dexterity saving throw or take 27 (6d8) lightning damage.</text>
            <attack>Arclight Touch|10|6d8</attack>
        </action>
        <description>Elemental Nature
            An arclight phoenix doesn't require air, food, drink, or sleep.
            Source: Guildmasters' Guide to Ravnica p. 193</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Blistercoil Weird</name>
        <size>M</size>
        <type>elemental</type>
        <alignment>Chaotic Neutral</alignment>
        <ac>13</ac>
        <hp>45 (7d8+14)</hp>
        <speed>walk 40 ft., swim 60 ft.</speed>
        <str>16</str>
        <dex>16</dex>
        <con>15</con>
        <int>5</int>
        <wis>10</wis>
        <cha>7</cha>
        <save></save>
        <skill></skill>
        <passive>10</passive>
        <languages>Draconic</languages>
        <cr>4</cr>
        <resist>cold, fire; bludgeoning, piercing, slashing from nonmagical attacks</resist>
        <immune>poison</immune>
        <vulnerable></vulnerable>
        <conditionImmune>exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <trait>
            <name>Feed on Fire</name>
            <text>If the weird takes fire damage from a spell or other magical effect, its size increases by one category. If there isn't enough room for the weird to increase in size, it attains the maximum size possible in the space available. While the weird is Large or bigger, it makes Strength checks and saving throws with advantage. If the weird starts its turn at Gargantuan size, the weird releases energy in an explosion. Each creature within 30 feet of the weird must make a DC 12 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren't being worn or carried. The weird's size then becomes Medium.</text>
        </trait>
        <trait>
            <name>Form of Fire and Water</name>
            <text>The weird can move through a space as narrow as 1 inch wide without squeezing. In addition, the weird can enter a hostile creature's space and stop there. The first time the weird enters another creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the burning creature takes 5 (1d10) fire damage at the start of each of its turns.</text>
        </trait>
        <trait>
            <name>Heated Body</name>
            <text>A creature that touches the weird or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.</text>
        </trait>
        <trait>
            <name>Illumination</name>
            <text>The weird sheds bright light in a 30-foot radius and dim light for an additional 30 feet.</text>
        </trait>
        <action>
            <name>Slam</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) fire damage, or 11 (2d8 + 3) bludgeoning damage plus 14 (4d6) fire damage if the weird is Large or bigger.</text>
            <attack>Slam|5|1d8+3</attack>
        </action>
        <description>A blistercoil weird is an anthropomorphic brute formed from water and molten rock. It absorbs energy from magical fire, causing its oozelike body to increase in size. During one disastrous experiment, Izzet researchers observed a blistercoil weird expanding to fill a six-story workshop before it released all its excess energy in an enormous explosion and returned to its original size.
            Elemental Nature
            An Izzet weird doesn't require air, food, drink, or sleep.
            Source: Guildmasters' Guide to Ravnica p. 207</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Fluxcharger</name>
        <size>L</size>
        <type>elemental</type>
        <alignment>Chaotic Neutral</alignment>
        <ac>16 (natural armor)</ac>
        <hp>60 (8d10+16)</hp>
        <speed>walk 0 ft., fly 60 ft.</speed>
        <str>15</str>
        <dex>18</dex>
        <con>15</con>
        <int>6</int>
        <wis>10</wis>
        <cha>7</cha>
        <save></save>
        <skill></skill>
        <passive>10</passive>
        <languages>Draconic</languages>
        <cr>7</cr>
        <resist>thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
        <immune>lightning, poison</immune>
        <vulnerable></vulnerable>
        <conditionImmune>exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <trait>
            <name>Amplify Lightning</name>
            <text>Whenever a spell that deals lightning damage includes one or more fluxchargers in its area, the spell deals an extra 9 (2d8) lightning damage.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The fluxcharger makes two slam attacks or uses Arc Lightning twice.</text>
        </action>
        <action>
            <name>Slam</name>
            <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) fire damage.</text>
            <attack>Slam|7|2d8+4</attack>
        </action>
        <action>
            <name>Arc Lightning</name>
            <text>Ranged Spell Attack: +7 to hit, range 30 ft., one target. 16 (3d10) lightning damage, and lightning jumps from the target to one creature of the fluxcharger's choice that it can see within 30 feet of the target. That second creature must succeed on a DC 15 Dexterity saving throw or take 13 (3d8) lightning damage. Hit or Miss: The fluxcharger takes 5 (1d10) force damage after resolving the attack.</text>
            <attack>Arc Lightning|7|3d10</attack>
        </action>
        <description>In an effort to create a weird that could be more easily controlled, Izzet mages tried binding elemental lightning, fire, and smoke into a framework made of the magical alloy mizzium. The experiment was partly successful: the resulting weird, a fluxcharger, doesn't explode like some other weirds do, but it is more intelligent and more headstrong than other weirds.
            A fluxcharger's mizzium frame is suggestive of an angel. A faceplate is meant to give it some personality, but most people find its solemn expression and unblinking stare more unnerving than relatable.
            Elemental Nature
            An Izzet weird doesn't require air, food, drink, or sleep.
            Source: Guildmasters' Guide to Ravnica p. 208</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Galvanice Weird</name>
        <size>M</size>
        <type>elemental</type>
        <alignment>Chaotic Neutral</alignment>
        <ac>12 (natural armor)</ac>
        <hp>22 (3d8+9)</hp>
        <speed>walk 30 ft.</speed>
        <str>14</str>
        <dex>10</dex>
        <con>17</con>
        <int>3</int>
        <wis>10</wis>
        <cha>5</cha>
        <save></save>
        <skill></skill>
        <passive>10</passive>
        <languages></languages>
        <cr>1</cr>
        <resist>cold, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
        <immune>poison</immune>
        <vulnerable></vulnerable>
        <conditionImmune>exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <trait>
            <name>Death Burst</name>
            <text>When the galvanice weird dies, it explodes in a burst of ice and lightning. Each creature within 10 feet of the exploding weird must make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one.</text>
        </trait>
        <action>
            <name>Slam</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage plus 5 (2d4) lightning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or lose the ability to use reactions until the start of the weird's next turn.</text>
            <attack>Slam|4|1d6+2</attack>
        </action>
        <description>Galvanice weirds seem to be the epitome of weird technology. Indeed, they serve willingly, with cheerful stupidity, as guardians and laborers in Izzet workshops. They combine a rigid body of elemental ice with a core of lightning that animates them. If a galvanice weird is destroyed, the ice shatters and lightning crackles outward in a dangerous explosion. Still, most Izzet researchers find that their usefulness outweighs this risk.
            Elemental Nature
            An Izzet weird doesn't require air, food, drink, or sleep.
            Source: Guildmasters' Guide to Ravnica p. 209</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Conclave Dryad</name>
        <size>M</size>
        <type>fey</type>
        <alignment>Lawful Good</alignment>
        <ac>16 (natural armor)</ac>
        <hp>143 (22d8+44)</hp>
        <speed>walk 30 ft.</speed>
        <str>12</str>
        <dex>19</dex>
        <con>14</con>
        <int>19</int>
        <wis>20</wis>
        <cha>21</cha>
        <save>Int +8, Wis +9, Cha +9</save>
        <skill>Arcana +8, Nature +8, Perception +9</skill>
        <passive>19</passive>
        <languages>Common, Elvish, Sylvan</languages>
        <cr>9</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <trait>
            <name>Magic Resistance</name>
            <text>The dryad has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <trait>
            <name>Speak with Beasts and Plants</name>
            <text>The dryad can communicate with beasts and plants as if they and the dryad shared a language.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The dryad makes three attacks, using its vine staff, its longbow, or both.</text>
        </action>
        <action>
            <name>Vine Staff</name>
            <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or become restrained by twisting vines for 1 minute. A target restrained in this way can use an action to make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on a success.</text>
            <attack>Vine Staff|9|2d6+5</attack>
        </action>
        <action>
            <name>Longbow</name>
            <text>Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. 8 (1d8 + 4) piercing damage.</text>
            <attack>Longbow|8|1d8+4</attack>
        </action>
        <action>
            <name>Summon Mount (1/Day)</name>
            <text>The dryad magically summons a mount, which appears in an unoccupied space within 60 feet of the dryad. The mount remains for 8 hours, until it or the dryad dies, or until the dryad dismisses it as an action. The mount uses the stat block of an elk (see the Monster Manual) with these changes: it is a plant instead of a beast, it has an Intelligence of 6, and it understands Sylvan but can't speak. While within 1 mile of the mount, the dryad can communicate with it telepathically.</text>
        </action>
        <action>
            <name>Suppress Magic (Recharge 5-6)</name>
            <text>The dryad targets one magic item it can see within 120 feet of it. If the magic item isn't an artifact, its magical properties are suppressed for 10 minutes, until the dryad is incapacitated or dies, or until the dryad uses a bonus action to end the effect.</text>
        </action>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The dryad's innate spellcasting ability is Charisma (spell save DC 17). The dryad can innately cast the following spells, requiring no material components:</text>
            <text>At will: druidcraft</text>
            <text>3/day each: dispel magic, entangle, plant growth, spike growth</text>
            <text>1/day each: moonbeam, grasping vine, wall of thorns</text>
        </trait>
        <spells>druidcraft, dispel magic, entangle, plant growth, spike growth, moonbeam, grasping vine, wall of thorns</spells>
        <description>Summoned Mount
            When leading its guild into battle, a dryad rides a magically summoned creature woven of living branches, vines, and grasses and imbued with a fey spirit.
            Source: Guildmasters' Guide to Ravnica p. 194</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Trostani</name>
        <size>L</size>
        <type>fey</type>
        <alignment>Neutral Good</alignment>
        <ac>17 (natural armor)</ac>
        <hp>252 (24d10+120)</hp>
        <speed>walk 30 ft.</speed>
        <str>19</str>
        <dex>14</dex>
        <con>20</con>
        <int>16</int>
        <wis>30</wis>
        <cha>25</cha>
        <save>Con +11, Wis +16, Cha +13</save>
        <skill>Arcana +9, Insight +16, Nature +9, Perception +16, Persuasion +13</skill>
        <passive>26</passive>
        <languages>Common, Druidic, Elvish, Sylvan</languages>
        <cr>18</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune>charmed, grappled</conditionImmune>
        <senses>darkvision 120 ft.</senses>
        <trait>
            <name>Legendary Resistance (3/Day)</name>
            <text>If Trostani fails a saving throw, she can choose to succeed instead.</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>Trostani has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <trait>
            <name>Magic Weapons</name>
            <text>Trostani's weapon attacks are magical.</text>
        </trait>
        <trait>
            <name>Speak with Beasts and Plants</name>
            <text>Trostani can communicate with beasts and plants as if they shared a language.</text>
        </trait>
        <trait>
            <name>Tree Stride</name>
            <text>Once on her turn, Trostani can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>Trostani takes three actions: she uses Constrict and Touch of Order, and she casts a spell with a casting time of 1 action.</text>
        </action>
        <action>
            <name>Constrict</name>
            <text>Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. 15 (3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained. Trostani can grapple no more than three targets at a time.</text>
            <attack>Constrict|11|3d6+5</attack>
        </action>
        <action>
            <name>Touch of Order</name>
            <text>Melee Spell Attack: +16 to hit, reach 5 ft., one creature. 23 (3d8 + 10) radiant damage, and Trostani can choose one magic item she can see in the target's possession. Unless it's an artifact, the item's magic is suppressed until the start of Trostani's next turn.</text>
            <attack>Touch of Order|16|3d8+10</attack>
        </action>
        <action>
            <name>Wrath of Mat'Selesnya (Recharge 5-6)</name>
            <text>Trostani conjures a momentary whirl of branches and vines at a point she can see within 60 feet of her. Each creature in a 30-foot cube on that point must make a DC 24 Dexterity saving throw, taking 21 (6d6) bludgeoning damage and 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one.</text>
        </action>
        <legendary>
            <text>Trostani can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Trostani regains spent legendary actions at the start of its turn.</text>
        </legendary>
        <legendary>
            <name>Voice of Harmony</name>
            <text>Trostani makes one melee attack, with advantage on the attack roll.</text>
        </legendary>
        <legendary>
            <name>Voice of Life</name>
            <text>Trostani bestows 20 temporary hit points on another creature she can see within 120 feet of her.</text>
        </legendary>
        <legendary>
            <name>Voice of Order</name>
            <text>Trostani casts dispel magic.</text>
        </legendary>
        <legendary>
            <name>Chorus of the Conclave (Costs 2 Actions)</name>
            <text>Trostani casts suggestion. This counts as one of her daily uses of the spell.</text>
        </legendary>
        <legendary>
            <name>Awaken Grove Guardians (Costs 3 Actions)</name>
            <text>Trostani animates one or two trees she can see within 120 feet of her, causing them to uproot themselves and become awakened trees (see the Monster Manual for their stat blocks) for 1 minute or until 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.</text>
        </legendary>
        <trait>
            <name>Innate Spellcasting</name>
            <text>Trostani's innate spellcasting ability is Wisdom (spell save DC 24). She can innately cast the following spells, requiring no material components:</text>
            <text>At will: dispel magic, druidcraft</text>
            <text>3/day each: bless, conjure animals, giant insect, moonbeam, plant growth, spike growth, suggestion</text>
            <text>1/day each: conjure fey, mass cure wounds</text>
        </trait>
        <spells>dispel magic, druidcraft, bless, conjure animals, giant insect, moonbeam, plant growth, spike growth, suggestion, conjure fey, mass cure wounds</spells>
        <description>The Selesnya guildmaster is an amalgamation of three dryads in body, will, and soul. Each dryad's body extends from a central trunk, so while they possess independent minds, they share a single name-Trostani and a single life force. Usually Trostani communicates the will of the Worldsoul with one voice, but she retains three distinct personalities that embody the three parts of the Selesnyan ideal: order, life, and harmony. In the midst of increasing tensions on Ravnica, the three personalities have recently been at odds over how best to navigate the conclave through such difficult times.
            Trostani spends most of her time in the towering tree of Vitu-Ghazi, the Selesnya guildhall. There she communes with Mat'Selesnya and with the dryads who lead individual Selesnya communities across Ravnica.
            Source: Guildmasters' Guide to Ravnica p. 252</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Cackler</name>
        <size>S</size>
        <type>fiend (demon)</type>
        <alignment>Chaotic Evil</alignment>
        <ac>15 (natural armor)</ac>
        <hp>10 (3d6)</hp>
        <speed>walk 30 ft.</speed>
        <str>9</str>
        <dex>16</dex>
        <con>11</con>
        <int>11</int>
        <wis>7</wis>
        <cha>12</cha>
        <save></save>
        <skill>Deception +3, Perception +0, Performance +3</skill>
        <passive>10</passive>
        <languages>Abyssal, Common</languages>
        <cr>1/2</cr>
        <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
        <immune>poison</immune>
        <vulnerable></vulnerable>
        <conditionImmune>poisoned</conditionImmune>
        <senses>darkvision 120 ft.</senses>
        <trait>
            <name>Last Laugh</name>
            <text>When the cackler dies, it releases a dying laugh that scars the minds of other nearby creatures. Each creature within 10 feet of the cackler must succeed on a DC 11 Wisdom saving throw or take 2 (1d4) psychic damage.</text>
        </trait>
        <trait>
            <name>Mimicry</name>
            <text>The cackler can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check.</text>
        </trait>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage.</text>
            <attack>Bite|5|1d4+3</attack>
        </action>
        <action>
            <name>Spiked Chain</name>
            <text>Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 6 (1d6 + 3) slashing damage.</text>
            <attack>Spiked Chain|5|1d6+3</attack>
        </action>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The cackler's innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). The cackler can innately cast the following spells, requiring no material components:</text>
            <text>At will: fire bolt</text>
            <text>1/day: Tasha's hideous laughter</text>
        </trait>
        <spells>fire bolt, Tasha's hideous laughter</spells>
        <description>Cacklers are small, jabbering jesters that spice up Rakdos performances with their chaotic antics. Their incessant cackling can inspire uncontrollable laughter by making everything—even the most horrifying spectacles—seem hilarious. Some cacklers excel at vocal mimicry and perform as impressionists; others put their sadistic bent to use by lurking in shadows and terrifying passersby. Rakdos performers enjoy dressing cacklers in a variety of masks, hats, and costumes to lampoon public figures.
            Demonic "Devils"
            The creatures called "devils" in Ravnica are minor demons akin to quasits. While the larger demons embody evil qualities such as blood lust and torment, these lesser demons reflect the whimsical and chaotic side of Rakdos and his cult. Their mischievous antics cause disorder and destruction out of proportion to the demons' small size.
            Diabolic Demons
            Many of the demons of Ravnica are monstrous, winged creatures of human-like form. They are best represented by the statistics of the nalfeshnee, the shadow demon, or the vrock in the Monster Manual. Demons associated with the Cult of Rakdos often have fiery attacks that make them similar to barbed devils or horned devils, except that they are demons. (They are chaotic evil, they speak Abyssal and not Infernal, and they lack Devil's Sight.)
            Source: Guildmasters' Guide to Ravnica p. 195</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Master of Cruelties</name>
        <size>L</size>
        <type>fiend (demon)</type>
        <alignment>Chaotic Evil</alignment>
        <ac>18 (plate armor)</ac>
        <hp>127 (15d10+45)</hp>
        <speed>walk 30 ft.</speed>
        <str>18</str>
        <dex>17</dex>
        <con>16</con>
        <int>19</int>
        <wis>16</wis>
        <cha>21</cha>
        <save>Con +7, Int +8, Wis +7, Cha +9</save>
        <skill>Deception +9, Intimidation +9, Performance +9, Persuasion +9</skill>
        <passive>13</passive>
        <languages>Abyssal, Common, telepathy 120 ft.</languages>
        <cr>9</cr>
        <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
        <immune>poison</immune>
        <vulnerable></vulnerable>
        <conditionImmune>poisoned</conditionImmune>
        <senses>truesight 120 ft.</senses>
        <trait>
            <name>Aura of Blood Lust</name>
            <text>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 creature within reach. If no creatures are within reach, it makes a ranged attack against a random creature within range, throwing its weapon if necessary.</text>
        </trait>
        <trait>
            <name>Feed on the Crowd</name>
            <text>Whenever a creature within 60 feet of the master dies, the master gains 15 temporary hit points and has advantage on all attack rolls, ability checks, and saving throws until the end of its next turn.</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>The master has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The master makes two melee attacks with its spear.</text>
        </action>
        <action>
            <name>Spear</name>
            <text>Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 13 (3d8) psychic damage.</text>
            <attack>Spear|8|2d6+4</attack>
        </action>
        <action>
            <name>Captivating Presence (Recharge 6)</name>
            <text>Each creature within 120 feet of the master 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. If the charmed creature takes damage, it can repeat the saving throw, ending the effect on itself on a success. A target that succeeds on the saving throw is immune to the Captivating Presence of all masters of cruelties for the next 24 hours.</text>
        </action>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The master's innate spellcasting ability is Charisma (spell save DC 17). The master can innately cast the following spells, requiring no material components:</text>
            <text>At will: charm person (as a 3rd-level spell), crown of madness</text>
            <text>1/day: dominate person</text>
        </trait>
        <spells>charm person, crown of madness, dominate person</spells>
        <description>When a master of cruelties steps up as ringleader of a Rakdos show, the audience can be assured of a performance they will remember for the rest of their lives—however brief that might be.
            The mesmerizing presence of a master of cruelties draws every eye to the demon and commands an audience's full attention. With every act of depraved torment the demon performs, onlookers are drawn more and more into the blood lust. Audiences clamor for more violence, and those who get too caught up in the revelry feel compelled to partake in the indiscriminate killing.
            Demonic "Devils."
            The creatures called "devils" in Ravnica are minor demons akin to quasits. While the larger demons embody evil qualities such as blood lust and torment, these lesser demons reflect the whimsical and chaotic side of Rakdos and his cult. Their mischievous antics cause disorder and destruction out of proportion to the demons' small size.
            Diabolic Demons
            Many of the demons of Ravnica are monstrous, winged creatures of human-like form. They are best represented by the statistics of the nalfeshnee, the shadow demon, or the vrock in the Monster Manual. Demons associated with the Cult of Rakdos often have fiery attacks that make them similar to barbed devils or horned devils, except that they are demons. (They are chaotic evil, they speak Abyssal and not Infernal, and they lack Devil's Sight.)
            Source: Guildmasters' Guide to Ravnica p. 196</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Rakdos</name>
        <size>H</size>
        <type>fiend (demon)</type>
        <alignment>Chaotic Evil</alignment>
        <ac>20 (natural armor)</ac>
        <hp>300 (24d12+144)</hp>
        <speed>walk 40 ft., fly 80 ft.</speed>
        <str>26</str>
        <dex>15</dex>
        <con>22</con>
        <int>14</int>
        <wis>18</wis>
        <cha>30</cha>
        <save>Str +15, Con +13, Wis +11, Cha +17</save>
        <skill>Intimidation +17, Performance +17, Persuasion +17</skill>
        <passive>14</passive>
        <languages>Abyssal, Common</languages>
        <cr>24</cr>
        <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
        <immune>fire, poison</immune>
        <vulnerable></vulnerable>
        <conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
        <senses>truesight 120 ft.</senses>
        <trait>
            <name>Captivating Presence</name>
            <text>Any creature that starts its turn within 30 feet of Rakdos must make a DC 25 Wisdom saving throw. On a failed save, the creature becomes charmed by Rakdos for 1 minute or until the creature is farther than 30 feet away from him. On a successful save, the creature becomes immune to Rakdos's Captivating Presence for 24 hours.</text>
        </trait>
        <trait>
            <name>Cruel Entertainment</name>
            <text>When a creature Rakdos can see within 60 feet of him is reduced to 0 hit points, Rakdos gains 25 temporary hit points.</text>
        </trait>
        <trait>
            <name>Legendary Resistance (3/Day)</name>
            <text>If Rakdos fails a saving throw, he can choose to succeed instead.</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>Rakdos has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <trait>
            <name>Magic Weapons</name>
            <text>Rakdos's weapon attacks are magical.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>Rakdos makes two attacks with his Curtain-Call Scythe or his claws.</text>
        </action>
        <action>
            <name>Curtain-Call Scythe</name>
            <text>Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 24 (3d10 + 8) slashing damage plus 13 (3d8) fire damage.</text>
            <attack>Curtain-Call Scythe|15|3d10+8</attack>
        </action>
        <action>
            <name>Claw</name>
            <text>Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 17 (2d8 + 8) slashing damage.</text>
            <attack>Claw|15|2d8+8</attack>
        </action>
        <legendary>
            <text>Rakdos can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Rakdos regains spent legendary actions at the start of its turn.</text>
        </legendary>
        <legendary>
            <name>Sadistic Revelry</name>
            <text>Each creature within 60 feet of Rakdos that is his ally or is charmed by him must use its reaction to move up to half its speed toward the creature closest to it that it can see, provided it isn't already within 5 feet of that creature. It then must make one melee attack against that creature if it is able to do so.</text>
        </legendary>
        <legendary>
            <name>Scythe (Costs 2 Actions)</name>
            <text>Rakdos uses Curtain-Call Scythe.</text>
        </legendary>
        <legendary>
            <name>Touch of Pain (Costs 3 Actions)</name>
            <text>Rakdos makes a claw attack against one creature within 10 feet of him. The target must succeed on a DC 25 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature can't maintain concentration on a spell or any other effect that requires concentration. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
        </legendary>
        <trait>
            <name>Innate Spellcasting</name>
            <text>Rakdos's spellcasting ability is Charisma (spell save DC 25). He can innately cast hellish rebuke (at 5th level) at will, requiring no material components.</text>
            <text>At will: hellish rebuke</text>
        </trait>
        <spells>hellish rebuke</spells>
        <description>Rakdos, the demon for whom his cult is named, embodies hedonism. He is also the consummate entertainer, whose mere appearance is an act of grisly performance art. A monstrous figure standing thirty feet tall, spreading enormous wings, crowned with fire and swinging a flaming scythe, Rakdos demands the spotlight. His every entrance is a showstopper.
            Sometimes after his grand entrance, Rakdos crouches to witness the performances of those who adore him. To them, his opinion is the only one that matters, but he is a demanding spectator. He has seen thousands of years of circus tricks and has no patience for performers who don't give their all. His flaming scythe has brought more than one tepid show to a sudden and spectacular close. Jaded as he is, Rakdos attends his cult's performances only rarely. He often retreats into his lair below the cult's guildhall for months or years at a time, but his followers know that he might emerge at any time to witness the latest spectacle.
            Source: Guildmasters' Guide to Ravnica p. 247</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Sire of Insanity</name>
        <size>H</size>
        <type>fiend (demon)</type>
        <alignment>Chaotic Evil</alignment>
        <ac>17 (natural armor)</ac>
        <hp>157 (15d12+60)</hp>
        <speed>walk 40 ft.</speed>
        <str>23</str>
        <dex>6</dex>
        <con>19</con>
        <int>14</int>
        <wis>19</wis>
        <cha>22</cha>
        <save>Con +8, Int +6, Wis +8, Cha +10</save>
        <skill>Deception +10, Intimidation +10</skill>
        <passive>14</passive>
        <languages>Abyssal, Common, telepathy 120 ft.</languages>
        <cr>12</cr>
        <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
        <immune>poison</immune>
        <vulnerable></vulnerable>
        <conditionImmune>poisoned</conditionImmune>
        <senses>truesight 120 ft.</senses>
        <trait>
            <name>Aura of Mind Erosion</name>
            <text>Any creature that starts its turn within 30 feet of the sire must make a DC 18 Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature has disadvantage for 1 minute on Wisdom and Charisma checks and on Wisdom and Charisma saves. At the start of each of its turns, the sire can suppress this aura until the start of its next turn.</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>The sire has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The sire makes two attacks: one with its bite and one with its claws.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. 25 (3d12 + 6) piercing damage plus 16 (3d10) psychic damage.</text>
            <attack>Bite|10|3d12+6</attack>
        </action>
        <action>
            <name>Claws</name>
            <text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 10 (1d8 + 6) slashing damage plus 9 (2d8) psychic damage.</text>
            <attack>Claws|10|1d8+6</attack>
        </action>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The sire's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The sire can innately cast the following spells, requiring no material components:</text>
            <text>At will: clairvoyance, crown of madness, major image, suggestion</text>
            <text>1/day each: confusion, mass suggestion</text>
        </trait>
        <spells>clairvoyance, crown of madness, major image, suggestion, confusion, mass suggestion</spells>
        <description>Rakdos nightclubs, where visitors can indulge any dark desire and revel in sadistic spectacle, are the favored haunts of the demons known as sires of insanity. Lurking in an underground vault beneath a Rakdos operation, a sire of insanity feasts on the violence, torment, and depravity unfolding above. Occasionally, cultists bring would-be recruits to the demon's presence, and—true to its name—the sire of insanity breaks the new cultist's mind.
            A sire of insanity is a bloated demon resembling a bipedal lizard. It stands some thirty feet tall and weighs many thousands of pounds, so it tends to keep hidden away in its subterranean lair, working its evil from the shadows.
            Demonic "Devils"
            The creatures called "devils" in Ravnica are minor demons akin to quasits. While the larger demons embody evil qualities such as blood lust and torment, these lesser demons reflect the whimsical and chaotic side of Rakdos and his cult. Their mischievous antics cause disorder and destruction out of proportion to the demons' small size.
            Diabolic Demons
            Many of the demons of Ravnica are monstrous, winged creatures of human-like form. They are best represented by the statistics of the nalfeshnee, the shadow demon, or the vrock in the Monster Manual. Demons associated with the Cult of Rakdos often have fiery attacks that make them similar to barbed devils or horned devils, except that they are demons. (They are chaotic evil, they speak Abyssal and not Infernal, and they lack Devil's Sight.)
            Source: Guildmasters' Guide to Ravnica p. 197</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Bloodfray Giant</name>
        <size>H</size>
        <type>giant</type>
        <alignment>Chaotic Evil</alignment>
        <ac>14 (natural armor)</ac>
        <hp>103 (9d12+45)</hp>
        <speed>walk 40 ft.</speed>
        <str>23</str>
        <dex>9</dex>
        <con>20</con>
        <int>7</int>
        <wis>8</wis>
        <cha>9</cha>
        <save>Str +9, Con +8, Wis +2</save>
        <skill>Athletics +9, Perception +2</skill>
        <passive>12</passive>
        <languages>Giant</languages>
        <cr>6</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <action>
            <name>Chain</name>
            <text>Melee Weapon Attack: +9 to hit, reach 20 ft., one target. 16 (3d6 + 6) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until the grapple ends, the target is restrained, and the giant can't use this attack on anyone else.</text>
            <attack>Chain|9|3d6+6</attack>
        </action>
        <action>
            <name>Rock</name>
            <text>Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 16 (3d6 + 6) bludgeoning damage.</text>
            <attack>Rock|9|3d6+6</attack>
        </action>
        <reaction>
            <name>Furious Defense</name>
            <text>After a creature the giant can see is dealt damage by a foe within 20 feet of the giant, the giant makes a chain attack against that foe.</text>
        </reaction>
        <description>Giants in the Cult of Rakdos act as enforcers, bouncers, and sometimes even pillars, holding the mobile platforms that serve as stages for Rakdos performances. Like other members of the cult, giants thrill to the violence of those shows. Though they can seem entranced by the horror unfolding on the stage, they react quickly and brutally to any interruption of the performance.
            Giants:
            Giants use their tremendous size and strength to advance the cause of no less than four guilds. In the Boros Legion and the Orzhov Syndicate, they are cunning soldiers. The giants of the Cult of Rakdos and the
            Source: Guildmasters' Guide to Ravnica p. 200</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Borborygmos</name>
        <size>H</size>
        <type>giant</type>
        <alignment>Chaotic Neutral</alignment>
        <ac>14 (natural armor)</ac>
        <hp>270 (20d12+140)</hp>
        <speed>walk 40 ft.</speed>
        <str>24</str>
        <dex>11</dex>
        <con>24</con>
        <int>8</int>
        <wis>17</wis>
        <cha>16</cha>
        <save>Str +13, Con +13, Wis +9</save>
        <skill>Athletics +13, Insight +9, Survival +9</skill>
        <passive>13</passive>
        <languages>Common, Giant</languages>
        <cr>18</cr>
        <resist>poison, psychic</resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune>charmed, frightened</conditionImmune>
        <senses>tremorsense 60 ft.</senses>
        <trait>
            <name>Legendary Resistance (3/Day)</name>
            <text>If Borborygmos fails a saving throw, he can choose to succeed instead.</text>
        </trait>
        <trait>
            <name>Poor Depth Perception</name>
            <text>Borborygmos has disadvantage on any attack roll against a target more than 30 feet away.</text>
        </trait>
        <trait>
            <name>Siege Monster</name>
            <text>Borborygmos deals double damage to objects and structures.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>Borborygmos can use his Frightful Presence. He also makes two attacks: one with his maul and one with his stomp.</text>
        </action>
        <action>
            <name>Maul</name>
            <text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 28 (6d6 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.</text>
            <attack>Maul|13|6d6+7</attack>
        </action>
        <action>
            <name>Stomp</name>
            <text>Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 18 (2d10 + 7) bludgeoning damage.</text>
            <attack>Stomp|13|2d10+7</attack>
        </action>
        <action>
            <name>Rock</name>
            <text>Ranged Weapon Attack: +13 to hit, range 30/120 ft., one target. 29 (4d10 + 7) bludgeoning damage.</text>
            <attack>Rock|13|4d10+7</attack>
        </action>
        <action>
            <name>Frightful Presence</name>
            <text>Each creature of Borborygmos's choice that is within 60 feet of him and can see or hear him must succeed on a DC 17 Wisdom saving throw or become frightened of him for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Borborygmos's Frightful Presence for the next 24 hours.</text>
        </action>
        <legendary>
            <text>Borborygmos can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Borborygmos regains spent legendary actions at the start of its turn.</text>
        </legendary>
        <legendary>
            <name>Attack</name>
            <text>Borborygmos makes a weapon attack.</text>
        </legendary>
        <legendary>
            <name>Bellow (Costs 2 Actions)</name>
            <text>Borborygmos yells menacingly at one creature he can see within 60 feet of him. That creature must succeed on a DC 17 Wisdom saving throw or become frightened of him for 1 minute. If the creature is already frightened, it becomes stunned instead. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Borborygmos's Bellow for the next 24 hours.</text>
        </legendary>
        <legendary>
            <name>Wide Berth (Costs 3 Actions)</name>
            <text>Borborygmos moves up to half his speed and can move through the space of any creature smaller than Huge. The first time Borborygmos enters a creature's space during this move, the creature must make a DC 21 Dexterity saving throw. If the saving throw succeeds, the creature is pushed 5 feet away from Borborygmos. If the saving throw fails, that creature is knocked prone, and Borborygmos can make a stomp attack against it.</text>
        </legendary>
        <description>Mightiest of the Mighty
            Borborygmos leads the Burning Tree clan, which is the largest and most diverse of the Gruul Clans. He is almost always accompanied by other members of his clan-not because he needs their protection, but because they might need his. His companions include creatures ranging from burly giants to cowering goblins.
            The Gruul follow strength, and Borborygmos holds his position only because he has proved stronger than any challenger.
            Source: Guildmasters' Guide to Ravnica p. 238</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Guardian Giant</name>
        <size>H</size>
        <type>giant</type>
        <alignment>Lawful Neutral</alignment>
        <ac>19 (half plate armor)</ac>
        <hp>137 (11d12+66)</hp>
        <speed>walk 40 ft.</speed>
        <str>24</str>
        <dex>17</dex>
        <con>22</con>
        <int>10</int>
        <wis>18</wis>
        <cha>12</cha>
        <save>Dex +6, Wis +7</save>
        <skill>Insight +7, Perception +10</skill>
        <passive>20</passive>
        <languages>Common, Giant</languages>
        <cr>8</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Vigilant</name>
            <text>The giant can't be surprised.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The giant makes three spear attacks.</text>
        </action>
        <action>
            <name>Spear</name>
            <text>Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 60/240 ft., one target. 17 (3d6 + 7) piercing damage, or 20 (3d8 + 7) piercing damage if used with two hands to make a melee attack.</text>
            <attack>Spear|10|3d6+7</attack>
        </action>
        <reaction>
            <name>Protection</name>
            <text>When an attacker the giant can see makes an attack roll against a creature within 10 feet of the giant, the giant can impose disadvantage on the attack roll.</text>
        </reaction>
        <description>Most of the giants in the Boros Legion come from a single clan, the Skorskal, that has long been at odds with the Gruul Clans. These giants are guards and gatekeepers, well represented in the Sunhome Guard, as well as powerful muscle supporting Boros missions.
            Giants of the Skorskal clan are often assigned to protect Boros garrisons and forts throughout Ravnica. They are excellent sentinels, keen-eyed and vigilant, and serve as living walls to protect smaller soldiers fighting alongside them. Skorskal giants look much like enormous humans with huge muscles and comparatively small heads.
            Giants:
            Giants use their tremendous size and strength to advance the cause of no less than four guilds. In the Boros Legion and the Orzhov Syndicate, they are cunning soldiers. The giants of the Cult of Rakdos and the Gruul Clans are no less effective but lack discipline.
            Source: Guildmasters' Guide to Ravnica p. 201</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Nivix Cyclops</name>
        <size>L</size>
        <type>giant</type>
        <alignment>Unaligned</alignment>
        <ac>14 (half plate armor)</ac>
        <hp>115 (10d10+60)</hp>
        <speed>walk 30 ft.</speed>
        <str>24</str>
        <dex>9</dex>
        <con>22</con>
        <int>7</int>
        <wis>10</wis>
        <cha>9</cha>
        <save>Con +9, Wis +3</save>
        <skill></skill>
        <passive>10</passive>
        <languages>Common, Giant</languages>
        <cr>8</cr>
        <resist></resist>
        <immune>poison, psychic</immune>
        <vulnerable></vulnerable>
        <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <trait>
            <name>Magic Resistance</name>
            <text>The cyclops has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The cyclops makes two slam attacks.</text>
        </action>
        <action>
            <name>Slam</name>
            <text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 23 (3d10 + 7) bludgeoning damage.</text>
            <attack>Slam|10|3d10+7</attack>
        </action>
        <reaction>
            <name>Spell Vitalization</name>
            <text>Immediately after a creature casts a spell of 1st level or higher within 120 feet of the cyclops, the cyclops can move up to twice its speed without provoking opportunity attacks. It can then make one slam attack against a target of its choice.</text>
        </reaction>
        <description>Cyclopes like those described in the Monster Manual are found primarily among the Gruul Clans. They are forces of nature, and even though they have occasionally been recruited into the Boros Legion, they can never truly be tamed.
            Cyclopes serve the Izzet league as workshop guardians, personal protectors, and heavy laborers. They wear mizzium armor plating to minimize injuries from laboratory mishaps, piston gauntlets to increase their strength for lifting and punching, and telescopic helmets to minimize the shortcomings of their monocular vision. They are sometimes called monoclons or Nivix cyclopes, after the name of the Izzet guildhall.
            Source: Guildmasters' Guide to Ravnica p. 216</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Orzhov Giant</name>
        <size>L</size>
        <type>giant</type>
        <alignment>Lawful Evil</alignment>
        <ac>18 (plate armor)</ac>
        <hp>84 (8d10+40)</hp>
        <speed>walk 40 ft.</speed>
        <str>23</str>
        <dex>13</dex>
        <con>21</con>
        <int>12</int>
        <wis>13</wis>
        <cha>8</cha>
        <save>Dex +4, Con +8, Wis +4</save>
        <skill></skill>
        <passive>11</passive>
        <languages>Common, Giant</languages>
        <cr>6</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <trait>
            <name>Focus</name>
            <text>As a bonus action, the giant can target a creature it can see within 30 feet of it and make that creature its focus. The target remains the giant's focus for 1 minute, or until either the target or the giant drops to 0 hit points. When the giant makes an attack roll against its focus, it adds a d4 to its attack roll. If the giant attacks a different target while it has a focus, it subtracts a d4 from its attack roll.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The giant makes two greataxe attacks.</text>
        </action>
        <action>
            <name>Greataxe</name>
            <text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 25 (3d12 + 6) slashing damage. If the Orzhov giant scores a critical hit, it rolls the damage dice three times, instead of twice.</text>
            <attack>Greataxe|9|3d12+6</attack>
        </action>
        <action>
            <name>Rock</name>
            <text>Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage.</text>
            <attack>Rock|9|4d10+6</attack>
        </action>
        <description>A few giants join the ranks of the Orzhov Syndicate and serve as guards, executioners, and thugs-the muscle of the guild. The presence of Orzhov giants in markets and streets serves as an effective reminder for business owners to keep their payments up to date.
            Giants:
            Giants use their tremendous size and strength to advance the cause of no less than four guilds. In the Boros Legion and the Orzhov Syndicate, they are cunning soldiers. The giants of the Cult of Rakdos and the Gruul Clans are no less effective but lack discipline.
            Source: Guildmasters' Guide to Ravnica p. 202</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Sunder Shaman</name>
        <size>H</size>
        <type>giant</type>
        <alignment>Chaotic Neutral</alignment>
        <ac>20 (stone armor)</ac>
        <hp>138 (12d12+60)</hp>
        <speed>walk 40 ft.</speed>
        <str>23</str>
        <dex>15</dex>
        <con>21</con>
        <int>10</int>
        <wis>12</wis>
        <cha>9</cha>
        <save>Dex +6, Con +9, Wis +5</save>
        <skill>Athletics +10, Perception +5</skill>
        <passive>15</passive>
        <languages>Giant</languages>
        <cr>10</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <trait>
            <name>Reckless</name>
            <text>At the start of its turn, the giant can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.</text>
        </trait>
        <trait>
            <name>Siege Monster</name>
            <text>The giant deals double damage to objects and structures.</text>
        </trait>
        <trait>
            <name>Stone Camouflage</name>
            <text>The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The giant makes two slam attacks. The first of those attacks that hits deals an extra 18 (4d8) damage if the giant has taken damage since its last turn.</text>
        </action>
        <action>
            <name>Slam</name>
            <text>Melee Weapon Attack: +10 to hit, reach 15 ft., one target. 24 (4d8 + 6) bludgeoning damage.</text>
            <attack>Slam|10|4d8+6</attack>
        </action>
        <action>
            <name>Rock</name>
            <text>Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.</text>
            <attack>Rock|10|4d10+6</attack>
        </action>
        <description>Gruul sunder shamans are angry giants that channel their rage into brutal attacks that deal overwhelming damage to foes and structures alike.
            These shamans sometimes lead hill giants and stone giants that also live among the Gruul Clans. They are occasionally joined by cyclopes, ettins, fomorians, and ogres. Like the rest of the Gruul, they hate the urban development that encroaches on the wilds where they once lived-not least because they have so much difficulty fitting inside the small structures. They delight in destroying such edifices, and in the heat of their rage, they walk through buildings, trample people underfoot, and generally cause as much chaos as possible. They often armor themselves with pieces of buildings and wield columns or other architectural elements as clubs.
            Giants:
            Giants use their tremendous size and strength to advance the cause of no less than four guilds. In the Boros Legion and the Orzhov Syndicate, they are cunning soldiers. The giants of the Cult of Rakdos and the Gruul Clans are no less effective but lack discipline.
            Source: Guildmasters' Guide to Ravnica p. 202</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Hybrid Brute</name>
        <size>M</size>
        <type>humanoid (Simic hybrid)</type>
        <alignment>Neutral Good</alignment>
        <ac>18 (natural armor)</ac>
        <hp>52 (8d8+16)</hp>
        <speed>walk 30 ft.</speed>
        <str>18</str>
        <dex>11</dex>
        <con>15</con>
        <int>8</int>
        <wis>11</wis>
        <cha>9</cha>
        <save></save>
        <skill></skill>
        <passive>10</passive>
        <languages>Common plus any one language</languages>
        <cr>2</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Amphibious</name>
            <text>The hybrid can breathe air and water.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The hybrid makes two claw attacks.</text>
        </action>
        <action>
            <name>Claw</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage.</text>
            <attack>Claw|6|1d6+4</attack>
        </action>
        <description>Simic Hybrids:
            The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.
            Source: Guildmasters' Guide to Ravnica p. 217</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Hybrid Flier</name>
        <size>M</size>
        <type>humanoid (Simic hybrid)</type>
        <alignment>Neutral Good</alignment>
        <ac>13</ac>
        <hp>39 (6d8+12)</hp>
        <speed>walk 30 ft., fly 40 ft.</speed>
        <str>12</str>
        <dex>16</dex>
        <con>14</con>
        <int>11</int>
        <wis>10</wis>
        <cha>11</cha>
        <save></save>
        <skill></skill>
        <passive>10</passive>
        <languages>Common plus any one language</languages>
        <cr>2</cr>
        <resist>acid</resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <action>
            <name>Multiattack</name>
            <text>The hybrid makes two javelin attacks. It can replace one javelin attack with Spit Acid.</text>
        </action>
        <action>
            <name>Javelin</name>
            <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 6 (1d6 + 3) piercing damage.</text>
            <attack>Javelin|5|1d6+3</attack>
        </action>
        <action>
            <name>Spit Acid</name>
            <text>Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 10 (4d4) acid damage.</text>
            <attack>Spit Acid|5|4d4</attack>
        </action>
        <description>Simic Hybrids:
            The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.
            Source: Guildmasters' Guide to Ravnica p. 217</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Hybrid Poisoner</name>
        <size>M</size>
        <type>humanoid (Simic hybrid)</type>
        <alignment>Neutral Good</alignment>
        <ac>14</ac>
        <hp>26 (4d8+8)</hp>
        <speed>walk 40 ft.</speed>
        <str>12</str>
        <dex>19</dex>
        <con>14</con>
        <int>12</int>
        <wis>13</wis>
        <cha>12</cha>
        <save>Dex +6, Con +4</save>
        <skill>Athletics +3, Perception +3, Stealth +6</skill>
        <passive>13</passive>
        <languages>Common plus any one language</languages>
        <cr>1</cr>
        <resist></resist>
        <immune>poison</immune>
        <vulnerable></vulnerable>
        <conditionImmune>poisoned</conditionImmune>
        <senses>darkvision 30 ft.</senses>
        <trait>
            <name>Assassinate</name>
            <text>During its first turn, the hybrid poisoner has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the hybrid scores against a surprised creature is a critical hit.</text>
        </trait>
        <trait>
            <name>Poisonous Skin</name>
            <text>Any creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 3 (1d6) poison damage.</text>
        </trait>
        <action>
            <name>Toxic Touch</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (2d6) bludgeoning damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. At the end of each of the poisoned target's turns, it must repeat the save, taking 3 (1d6) poison damage on a failed save, or ending the effect on itself on a successful one.</text>
            <attack>Toxic Touch|6|2d6</attack>
        </action>
        <description>Simic Hybrids:
            The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.
            Source: Guildmasters' Guide to Ravnica p. 217</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Hybrid Shocker</name>
        <size>M</size>
        <type>humanoid (Simic hybrid)</type>
        <alignment>Neutral Good</alignment>
        <ac>12</ac>
        <hp>39 (6d8+12)</hp>
        <speed>walk 30 ft.</speed>
        <str>13</str>
        <dex>14</dex>
        <con>14</con>
        <int>10</int>
        <wis>12</wis>
        <cha>9</cha>
        <save></save>
        <skill></skill>
        <passive>11</passive>
        <languages>Common plus any one language</languages>
        <cr>1</cr>
        <resist></resist>
        <immune>lightning</immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Electrified Body</name>
            <text>Any creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage.</text>
        </trait>
        <trait>
            <name>Illumination</name>
            <text>The hybrid sheds bright light in a 10-foot radius and dim light for an additional 10 feet.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The hybrid makes two attacks: one with its shocking touch and one with its tentacles.</text>
        </action>
        <action>
            <name>Shocking Touch</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d8) lightning damage.</text>
            <attack>Shocking Touch|4|2d8</attack>
        </action>
        <action>
            <name>Tentacles</name>
            <text>Melee Weapon Attack: +4 to hit, reach 15 ft., one creature. The target is grappled (escape DC 11), and the hybrid pulls the target up to 15 feet straight toward it. Until this grapple ends, the target takes 5 (1d10) lightning damage at the start of each of its turns, and the hybrid shocker can't use its tentacles on another creature.</text>
            <attack>Tentacles|4|1d10</attack>
        </action>
        <description>Simic Hybrids:
            The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.
            Source: Guildmasters' Guide to Ravnica p. 218</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Hybrid Spy</name>
        <size>M</size>
        <type>humanoid (Simic hybrid)</type>
        <alignment>Neutral Good</alignment>
        <ac>13</ac>
        <hp>22 (4d8+4)</hp>
        <speed>walk 30 ft., climb 30 ft.</speed>
        <str>11</str>
        <dex>17</dex>
        <con>12</con>
        <int>13</int>
        <wis>14</wis>
        <cha>9</cha>
        <save></save>
        <skill>Perception +4, Stealth +5</skill>
        <passive>14</passive>
        <languages>Common plus any one language</languages>
        <cr>1/2</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <trait>
            <name>Chameleon Skin</name>
            <text>The hybrid has advantage on Dexterity (Stealth) checks made to hide.</text>
        </trait>
        <trait>
            <name>Spider Climb</name>
            <text>The hybrid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The hybrid makes two shortsword attacks.</text>
        </action>
        <action>
            <name>Shortsword</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
            <attack>Shortsword|5|1d6+3</attack>
        </action>
        <description>Simic Hybrids:
            The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.
            Source: Guildmasters' Guide to Ravnica p. 218</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Biomancer</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>Neutral Good</alignment>
        <ac>17 (splint armor)</ac>
        <hp>110 (17d8+34)</hp>
        <speed>walk 30 ft.</speed>
        <str>10</str>
        <dex>15</dex>
        <con>14</con>
        <int>20</int>
        <wis>14</wis>
        <cha>15</cha>
        <save>Int +9, Wis +6</save>
        <skill>Arcana +9, Nature +9</skill>
        <passive>12</passive>
        <languages>Common plus any one language</languages>
        <cr>10</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Bolstering Presence</name>
            <text>The biomancer magically emanates life-giving energy within 30 feet of itself. Any ally of the biomancer that starts its turn there regains 5 (1d10) hit points.</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>The biomancer has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <action>
            <name>Scimitar</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.</text>
            <attack>Scimitar|6|1d6+2</attack>
        </action>
        <trait>
            <name>Spellcasting</name>
            <text>The biomancer is a 16th-level Simic spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The biomancer has the following wizard spells prepared:</text>
            <text>Cantrips (at will): acid splash, light, mending, poison spray, shocking grasp</text>
            <text>• 1st level (4 slots): detect magic, grease, shield</text>
            <text>• 2nd level (3 slots): alter self, darkvision, enlarge/reduce, hold person</text>
            <text>• 3rd level (3 slots): counterspell, dispel magic, haste, protection from energy</text>
            <text>• 4th level (3 slots): confusion, conjure minor elementals, polymorph</text>
            <text>• 5th level (2 slots): cone of cold, creation, hold monster</text>
            <text>• 6th level (1 slots): move earth, wall of ice</text>
            <text>• 7th level (1 slots): prismatic spray</text>
            <text>• 8th level (1 slots): control weather</text>
        </trait>
        <slots>4, 3, 3, 3, 2, 1, 1, 1</slots>
        <spells>acid splash, light, mending, poison spray, shocking grasp, detect magic, grease, shield, alter self, darkvision, enlarge/reduce, hold person, counterspell, dispel magic, haste, protection from energy, confusion, conjure minor elementals, polymorph, cone of cold, creation, hold monster, move earth, wall of ice, prismatic spray, control weather</spells>
        <description>Nearly all the innovation and advancement in Simic bioengineering comes from the work of biomancers. Specialists in hybridizing and altering creatures through a mixture of science and magic, they have spawned countless hybrids and krasis in search of the perfect union between nature and civilization.
            Source: Guildmasters' Guide to Ravnica p. 256</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Blood Witch</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>Chaotic Evil</alignment>
        <ac>12 (15 with mage armor)</ac>
        <hp>78 (12d8+24)</hp>
        <speed>walk 30 ft.</speed>
        <str>16</str>
        <dex>14</dex>
        <con>15</con>
        <int>13</int>
        <wis>9</wis>
        <cha>19</cha>
        <save>Wis +2, Cha +7</save>
        <skill>Arcana +4, Intimidation +7, Perception +2, Stealth +5</skill>
        <passive>12</passive>
        <languages>Abyssal plus any one language (usually Common)</languages>
        <cr>7</cr>
        <resist>psychic</resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses>darkvision 120 ft.</senses>
        <trait>
            <name>Blood Witch Dance</name>
            <text>The witch can use a bonus action to control the movement of one creature cursed by its hex spell that it can see within 30 feet of it. The creature must succeed on a DC 15 Charisma saving throw or use its reaction to move up to 30 feet in a direction of the witch's choice.</text>
        </trait>
        <trait>
            <name>Devil's Sight</name>
            <text>Magical darkness doesn't impede the witch's darkvision.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The witch makes two attacks: one with its longsword and one with its shortsword.</text>
        </action>
        <action>
            <name>Longsword</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage.</text>
            <attack>Longsword|6|1d8+3</attack>
        </action>
        <action>
            <name>Shortsword</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
            <attack>Shortsword|6|1d6+3</attack>
        </action>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The witch's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The witch can innately cast the following spells, requiring no material components:</text>
            <text>At will: alter self, detect magic, eldritch blast (at 11th level), false life, levitate (self only), mage armor (self only)</text>
            <text>1/day each: circle of death, enthrall, suggestion</text>
            <text>3/day each: hellish rebuke, hex, scorching ray (at 3rd level)</text>
        </trait>
        <spells>alter self, detect magic, eldritch blast, false life, levitate, mage armor, circle of death, enthrall, suggestion, hellish rebuke, hex, scorching ray</spells>
        <description>Blood witches imagine themselves to be the intermediaries between Rakdos and his cult-the pinnacle of his priesthood, his trusted advisors, and the messengers who communicate his will to the scattered troupes and ringmasters. The Cult of Rakdos recognizes no authority but Rakdos, and the demon lord requires no advisors. Nonetheless, the blood witches are smart, charismatic, and powerful, so their voices do carry some weight.
            Blood witches strive both to protect the cult from external interference and to punish those who bring harm to the guild. They claim grandiose titles, such as Tormentor of the Wojek, as a way of mocking their intended victims.
            Source: Guildmasters' Guide to Ravnica p. 248</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Cosmotronic Blastseeker</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>Chaotic Neutral</alignment>
        <ac>15 (chain shirt)</ac>
        <hp>37 (5d8+15)</hp>
        <speed>walk 30 ft.</speed>
        <str>14</str>
        <dex>15</dex>
        <con>16</con>
        <int>18</int>
        <wis>9</wis>
        <cha>12</cha>
        <save>Dex +4, Con +5</save>
        <skill>Arcana +6, Intimidation +3, Perception +1</skill>
        <passive>11</passive>
        <languages>any one language (usually Common)</languages>
        <cr>4</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Empowered Spell (3/Day)</name>
            <text>When the blastseeker rolls damage for a spell, it can reroll up to four dice of damage. It must use the new dice.</text>
        </trait>
        <trait>
            <name>Tides of Chaos (1/Day)</name>
            <text>The blastseeker makes one attack roll, ability check, or saving throw with advantage.</text>
        </trait>
        <action>
            <name>Warhammer</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands.</text>
            <attack>Warhammer|4|1d8+2</attack>
        </action>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The blastseeker's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others:</text>
            <text>2/day: fireball</text>
            <text>3/day each: scorching ray, shield, thunderwave</text>
        </trait>
        <spells>fireball, scorching ray, shield, thunderwave</spells>
        <description>While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do.
            Source: Guildmasters' Guide to Ravnica p. 242</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Counterflux Blastseeker</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>Chaotic Neutral</alignment>
        <ac>13 (16 with mage armor)</ac>
        <hp>39 (6d8+12)</hp>
        <speed>walk 30 ft.</speed>
        <str>13</str>
        <dex>16</dex>
        <con>15</con>
        <int>18</int>
        <wis>11</wis>
        <cha>14</cha>
        <save>Con +4, Wis +2</save>
        <skill>Arcana +6, Perception +2</skill>
        <passive>12</passive>
        <languages>Common plus any one language</languages>
        <cr>2</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Counterflux Overcast (Recharge 5-6)</name>
            <text>The blastseeker can create an additional effect immediately after casting a spell. Roll a d6 to determine the effect: 1-3. The blastseeker creates a 15-foot-radius invisible sphere centered on itself that lasts until the end of its next turn. Creatures in the sphere have disadvantage on saving throws against spells and other magical effects. 4-6. The blastseeker creates a 15-foot-radius invisible sphere centered on itself that lasts until the end of its next turn. Creatures in the sphere have advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <action>
            <name>Rapier</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.</text>
            <attack>Rapier|5|1d8+3</attack>
        </action>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The blastseeker's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others:</text>
            <text>3/day each: enlarge/reduce, mage armor (self only), scorching ray</text>
            <text>1/day each: counterspell, dispel magic, protection from energy</text>
        </trait>
        <spells>enlarge/reduce, mage armor, scorching ray, counterspell, dispel magic, protection from energy</spells>
        <description>While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do.
            Source: Guildmasters' Guide to Ravnica p. 242</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Druid of the Old Ways</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>Chaotic Neutral</alignment>
        <ac>14 (hide armor)</ac>
        <hp>90 (12d8+36)</hp>
        <speed>walk 30 ft.</speed>
        <str>11</str>
        <dex>15</dex>
        <con>16</con>
        <int>10</int>
        <wis>20</wis>
        <cha>14</cha>
        <save>Dex +5, Con +6, Wis +8</save>
        <skill>Nature +3, Perception +8, Survival +8</skill>
        <passive>18</passive>
        <languages>Common, Druidic</languages>
        <cr>7</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Siege Monster</name>
            <text>The druid deals double damage to objects and structures.</text>
        </trait>
        <trait>
            <name>Speak with Beasts and Plants</name>
            <text>The druid can communicate with beasts and plants as if they shared a language.</text>
        </trait>
        <action>
            <name>Quarterstaff</name>
            <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.</text>
            <attack>Quarterstaff|3|1d6</attack>
        </action>
        <trait>
            <name>Spellcasting</name>
            <text>The druid is a 12th-level Gruul spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared:</text>
            <text>Cantrips (at will): druidcraft, produce flame, resistance, thorn whip</text>
            <text>• 1st level (4 slots): cure wounds, faerie fire, thunderwave</text>
            <text>• 2nd level (3 slots): beast sense, flame blade, pass without trace</text>
            <text>• 3rd level (3 slots): conjure animals, dispel magic, plant growth</text>
            <text>• 4th level (3 slots): dominate beast, freedom of movement, wall of fire</text>
            <text>• 5th level (2 slots): commune with nature, conjure elemental, scrying</text>
            <text>• 6th level (1 slots): transport via plants, wall of thorns</text>
        </trait>
        <slots>4, 3, 3, 3, 2, 1</slots>
        <spells>druidcraft, produce flame, resistance, thorn whip, cure wounds, faerie fire, thunderwave, beast sense, flame blade, pass without trace, conjure animals, dispel magic, plant growth, dominate beast, freedom of movement, wall of fire, commune with nature, conjure elemental, scrying, transport via plants, wall of thorns</spells>
        <description>The End-Raze
            The druids of the Old Ways believe that civilization will never be eradicated by scattered raids and petty skirmishes. They cling to the idea of a coming apocalypse, the End-Raze, when Ilharg's hoofs will trample every brick and stone of Ravnica's soaring skylines to rubble. The world will return to a state of nature in which the lawless code of muscle and savagery will reign once again.
            Source: Guildmasters' Guide to Ravnica p. 239</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Firefist</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>Lawful Good</alignment>
        <ac>18 (plate armor)</ac>
        <hp>117 (18d8+36)</hp>
        <speed>walk 30 ft.</speed>
        <str>16</str>
        <dex>10</dex>
        <con>14</con>
        <int>11</int>
        <wis>17</wis>
        <cha>13</cha>
        <save>Con +5, Wis +6</save>
        <skill>Intimidation +4, Religion +3</skill>
        <passive>13</passive>
        <languages>any one language (usually Common)</languages>
        <cr>7</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <action>
            <name>Multiattack</name>
            <text>The firefist makes two greatsword attacks.</text>
        </action>
        <action>
            <name>Greatsword</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage.</text>
            <attack>Greatsword|6|2d6+3</attack>
        </action>
        <reaction>
            <name>Guided Attack (Recharges after a Short or Long Rest)</name>
            <text>When the firefist or one creature it can see within 30 feet of it makes an attack roll, the firefist grants a +10 bonus to that roll.</text>
        </reaction>
        <trait>
            <name>Spellcasting</name>
            <text>The firefist is a 9th-level Boros spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared:</text>
            <text>Cantrips (at will): fire bolt, light, sacred flame, spare the dying</text>
            <text>• 1st level (4 slots): guiding bolt, healing word, heroism, shield of faith</text>
            <text>• 2nd level (3 slots): lesser restoration, scorching ray</text>
            <text>• 3rd level (3 slots): blinding smite, crusader's mantle, revivify</text>
            <text>• 4th level (3 slots): banishment, wall of fire</text>
            <text>• 5th level (1 slots): flame strike</text>
        </trait>
        <slots>4, 3, 3, 3, 1</slots>
        <spells>fire bolt, light, sacred flame, spare the dying, guiding bolt, healing word, heroism, shield of faith, lesser restoration, scorching ray, blinding smite, crusader's mantle, revivify, banishment, wall of fire, flame strike</spells>
        <description>Boros firefists combine potent magic with peerless fighting ability, inspiring all who serve alongside them. They often act as the point of contact between the Boros Legion and the angelic leaders.
            Source: Guildmasters' Guide to Ravnica p. 231</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Flux Blastseeker</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>Chaotic Neutral</alignment>
        <ac>12 (15 with mage armor)</ac>
        <hp>55 (10d8+10)</hp>
        <speed>walk 30 ft.</speed>
        <str>10</str>
        <dex>15</dex>
        <con>12</con>
        <int>20</int>
        <wis>9</wis>
        <cha>14</cha>
        <save>Dex +5, Int +8</save>
        <skill>Arcana +8, Perception +2</skill>
        <passive>12</passive>
        <languages>Common plus any one language</languages>
        <cr>5</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Fluxbending Overcast (Recharge 5-6)</name>
            <text>The blastseeker can create an additional effect immediately after casting a spell. Roll a d6 to determine the effect: 1-3. The blastseeker teleports, swapping places with a creature it can see within 30 feet of it. 4-6. The blastseeker and each creature within 10 feet of it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) thunder damage.</text>
        </trait>
        <action>
            <name>Quarterstaff</name>
            <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.</text>
            <attack>Quarterstaff|3|1d6</attack>
        </action>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The blastseeker's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others:</text>
            <text>3/day each: mage armor (self only), scorching ray</text>
            <text>1/day each: banishment, cone of cold, dimension door, fireball, ice storm</text>
        </trait>
        <spells>mage armor, scorching ray, banishment, cone of cold, dimension door, fireball, ice storm</spells>
        <description>While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do.
            Source: Guildmasters' Guide to Ravnica p. 242</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Frontline Medic</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>Lawful Good</alignment>
        <ac>20 (plate armor)</ac>
        <hp>19 (3d8+6)</hp>
        <speed>walk 30 ft.</speed>
        <str>15</str>
        <dex>10</dex>
        <con>14</con>
        <int>10</int>
        <wis>13</wis>
        <cha>12</cha>
        <save></save>
        <skill>Medicine +5, Perception +3</skill>
        <passive>13</passive>
        <languages>any one language (usually Common)</languages>
        <cr>1/4</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <action>
            <name>Spear</name>
            <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.</text>
            <attack>Spear|4|1d6+2</attack>
        </action>
        <trait>
            <name>Spellcasting</name>
            <text>The medic is a 3rd-level Boros spellcaster. Its spellcasting ability is Wisdom (spell save DC 11). The medic has the following cleric spells prepared:</text>
            <text>Cantrips (at will): mending, resistance, spare the dying</text>
            <text>• 1st level (4 slots): cure wounds, sanctuary</text>
            <text>• 2nd level (2 slots): aid, lesser restoration</text>
        </trait>
        <slots>4, 2</slots>
        <spells>mending, resistance, spare the dying, cure wounds, sanctuary, aid, lesser restoration</spells>
        <description>The soldiers of the Boros Legion depend on skilled healers to keep them on their feet. Frontline medics use a mix of magical healing and mundane medicine to keep their compatriots alive.
            Source: Guildmasters' Guide to Ravnica p. 231</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Galvanic Blastseeker</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>Chaotic Neutral</alignment>
        <ac>13</ac>
        <hp>52 (8d8+16)</hp>
        <speed>walk 30 ft.</speed>
        <str>10</str>
        <dex>17</dex>
        <con>14</con>
        <int>19</int>
        <wis>10</wis>
        <cha>13</cha>
        <save>Dex +6</save>
        <skill>Acrobatics +6, Arcana +7, Perception +3</skill>
        <passive>13</passive>
        <languages>Common and Primordial, plus any one language</languages>
        <cr>5</cr>
        <resist>lightning, thunder</resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Galvanic Overcast (Recharge 5-6)</name>
            <text>When the blastseeker casts lightning bolt or thunderwave, it can roll a die. On an odd number, the blastseeker takes 9 (2d8) force damage. On an even number, the spell also deals 9 (2d8) lightning damage to each target that fails its saving throw.</text>
        </trait>
        <trait>
            <name>Heart of the Storm</name>
            <text>When the blastseeker casts lightning bolt or thunderwave, all other creatures within 10 feet of the blastseeker each take 3 lightning damage.</text>
        </trait>
        <trait>
            <name>Gust-Propelled Leap</name>
            <text>The blastseeker can use a bonus action to fly up to 10 feet without provoking opportunity attacks.</text>
        </trait>
        <action>
            <name>Spear</name>
            <text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.</text>
            <attack>Spear|3|1d6</attack>
        </action>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The blastseeker's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others:</text>
            <text>1/day: stoneskin</text>
            <text>3/day each: levitate, lightning bolt, thunderwave</text>
        </trait>
        <spells>stoneskin, levitate, lightning bolt, thunderwave</spells>
        <description>While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do.
            Source: Guildmasters' Guide to Ravnica p. 243</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Horncaller</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>Lawful Good</alignment>
        <ac>13 (hide armor)</ac>
        <hp>39 (6d8+12)</hp>
        <speed>walk 30 ft.</speed>
        <str>13</str>
        <dex>12</dex>
        <con>14</con>
        <int>10</int>
        <wis>14</wis>
        <cha>13</cha>
        <save></save>
        <skill>Animal handling +4, Nature +2, Perception +4</skill>
        <passive>14</passive>
        <languages>Common plus any one language</languages>
        <cr>1</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Speak with Beasts</name>
            <text>The horncaller can communicate with beasts as if they shared a language.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The horncaller makes two melee attacks with its staff and uses One with the Worldsoul.</text>
        </action>
        <action>
            <name>Staff</name>
            <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands.</text>
            <attack>Staff|3|1d6+1</attack>
        </action>
        <action>
            <name>One with the Worldsoul</name>
            <text>The horncaller chooses one beast it can see within 30 feet of it. If the beast can hear the horncaller, the beast uses its reaction to make one melee attack against a target that the horncaller can see.</text>
        </action>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The horncaller's innate spellcasting ability is Wisdom (spell save DC 14). The horncaller can innately cast the following spells, requiring no material components:</text>
            <text>1/day each: bless, conjure animals</text>
        </trait>
        <spells>bless, conjure animals</spells>
        <description>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.
            Source: Guildmasters' Guide to Ravnica p. 253</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Lawmage</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>Lawful Neutral</alignment>
        <ac>15 (breastplate)</ac>
        <hp>84 (13d8+26)</hp>
        <speed>walk 30 ft.</speed>
        <str>13</str>
        <dex>12</dex>
        <con>14</con>
        <int>17</int>
        <wis>14</wis>
        <cha>13</cha>
        <save>Int +6, Wis +5</save>
        <skill>Arcana +6, Perception +5, Persuasion +4</skill>
        <passive>15</passive>
        <languages>Common plus any one language</languages>
        <cr>6</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <action>
            <name>Quarterstaff</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands.</text>
            <attack>Quarterstaff|4|1d6+1</attack>
        </action>
        <trait>
            <name>Spellcasting</name>
            <text>The lawmage is an 8th-level Azorius spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The lawmage has the following wizard spells prepared:</text>
            <text>Cantrips (at will): fire bolt, friends, light, message</text>
            <text>• 1st level (4 slots): alarm, expeditious retreat, shield</text>
            <text>• 2nd level (3 slots): arcane lock, detect thoughts, hold person</text>
            <text>• 3rd level (3 slots): clairvoyance, dispel magic, slow</text>
            <text>• 4th level (2 slots): locate creature, stoneskin</text>
        </trait>
        <slots>4, 3, 3, 2</slots>
        <spells>fire bolt, friends, light, message, alarm, expeditious retreat, shield, arcane lock, detect thoughts, hold person, clairvoyance, dispel magic, slow, locate creature, stoneskin</spells>
        <description>The Azorius Senate has spellcasters who are trained to capture lawbreakers and bring them to justice. A lawmage's magic is focused on restraining criminals and on protecting bystanders from becoming casualties when arresters are pursuing malefactors. A significant proportion of the guild's vedalken are lawmages.
            Source: Guildmasters' Guide to Ravnica p. 228</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Mind Mage</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>Lawful Evil</alignment>
        <ac>12 (15 with mage armor)</ac>
        <hp>49 (11d8)</hp>
        <speed>walk 30 ft.</speed>
        <str>10</str>
        <dex>14</dex>
        <con>10</con>
        <int>20</int>
        <wis>15</wis>
        <cha>16</cha>
        <save>Int +8, Wis +5</save>
        <skill>Arcana +8, Deception +6, Insight +5, Persuasion +6</skill>
        <passive>12</passive>
        <languages>Common plus any four languages</languages>
        <cr>5</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Special Equipment</name>
            <text>The mage wears a Spies' Murmur (see chapter 5).</text>
        </trait>
        <action>
            <name>Dagger</name>
            <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
            <attack>Dagger|5|1d4+2</attack>
        </action>
        <trait>
            <name>Innate Spellcasting (Psionics)</name>
            <text>The mage's spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:</text>
            <text>At will: encode thoughts (see chapter 2), friends</text>
            <text>3/day each: charm person, detect thoughts, mage armor, sleep, suggestion</text>
            <text>1/day each: dominate person, mass suggestion, modify memory</text>
        </trait>
        <spells>encode thoughts, friends, charm person, detect thoughts, mage armor, sleep, suggestion, dominate person, mass suggestion, modify memory</spells>
        <description>Dimir mind mages are among the most feared spellcasters in Ravnica, thanks in large part to the aura of mystery that shrouds them and their work. Their ability to read and alter memories commands respect from the other members of House Dimir and makes them useful in the full spectrum of the guild's activities. Many mind mages lead cells of their own.
            Source: Guildmasters' Guide to Ravnica p. 233</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Precognitive Mage</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>Lawful Neutral</alignment>
        <ac>11 (14 with mage armor)</ac>
        <hp>63 (14d8)</hp>
        <speed>walk 30 ft.</speed>
        <str>9</str>
        <dex>13</dex>
        <con>10</con>
        <int>18</int>
        <wis>13</wis>
        <cha>11</cha>
        <save>Int +6, Wis +3</save>
        <skill>Perception +3</skill>
        <passive>13</passive>
        <languages>Common plus any one language</languages>
        <cr>3</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses>truesight 120 ft.</senses>
        <action>
            <name>Quarterstaff</name>
            <text>Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.</text>
            <attack>Quarterstaff|1|1d6-1</attack>
        </action>
        <action>
            <name>Glimpse the Temporal Flood (Recharge 5-6)</name>
            <text>The mage targets one creature within 120 feet of it that it can see. The target takes 18 (4d8) psychic damage, and it must succeed on a DC 14 Intelligence saving throw or be stunned until the end of its next turn.</text>
        </action>
        <reaction>
            <name>Precognitive Insight (3/Day)</name>
            <text>When the mage or a creature it can see makes an attack roll, a saving throw, or an ability check, the mage can cause the roll to be made with advantage or disadvantage.</text>
        </reaction>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The mage's innate spellcasting ability is Intelligence (spell save DC 14). It can cast the following spells, requiring no material components:</text>
            <text>3/day: detect thoughts, mage armor</text>
            <text>1/day each: clairvoyance, locate object</text>
        </trait>
        <spells>detect thoughts, mage armor, clairvoyance, locate object</spells>
        <description>Precognitive mages, a rarity among Azorius spellcasters, are capable of capturing glimpses of the future. They are typically employed to anticipate the actions of wanted criminals, thus aiding in their capture.
            Source: Guildmasters' Guide to Ravnica p. 228</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Rakdos Lampooner</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>Chaotic Evil</alignment>
        <ac>12 (leather armor)</ac>
        <hp>27 (5d8+5)</hp>
        <speed>walk 30 ft.</speed>
        <str>11</str>
        <dex>12</dex>
        <con>13</con>
        <int>12</int>
        <wis>9</wis>
        <cha>18</cha>
        <save></save>
        <skill>Deception +6, Performance +6</skill>
        <passive>9</passive>
        <languages>Common plus any one language</languages>
        <cr>2</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <action>
            <name>Club</name>
            <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
            <attack>Club|2|1d4</attack>
        </action>
        <trait>
            <name>Spellcasting</name>
            <text>The lampooner is a 4th-level Rakdos spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following bard spells:</text>
            <text>Cantrips (at will): dancing lights, minor illusion, vicious mockery</text>
            <text>• 1st level (4 slots): bane, dissonant whispers, silent image, Tasha's hideous laughter, thunderwave</text>
            <text>• 2nd level (3 slots): crown of madness, enthrall, suggestion</text>
        </trait>
        <slots>4, 3</slots>
        <spells>dancing lights, minor illusion, vicious mockery, bane, dissonant whispers, silent image, Tasha's hideous laughter, thunderwave, crown of madness, enthrall, suggestion</spells>
        <description>One of the most effective weapons in the Rakdos cult's arsenal is satire, and a Rakdos lampooner is a virtuoso of that art. Lampooners generally reserve their mockery for people and guilds that have seized an outsized measure of power, those who need to be taken down a peg, rather than piling further humiliation onto those who are already struggling. They use masks, marionettes, or effigies to caricature public figures, or sometimes play pranks on those individuals directly in the streets.
            Source: Guildmasters' Guide to Ravnica p. 248</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Rakdos Performer, Blade Juggler</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>Chaotic Evil</alignment>
        <ac>13</ac>
        <hp>22 (4d8+4)</hp>
        <speed>walk 40 ft., climb 30 ft.</speed>
        <str>13</str>
        <dex>17</dex>
        <con>12</con>
        <int>10</int>
        <wis>8</wis>
        <cha>15</cha>
        <save>Dex +5, Cha +4</save>
        <skill>Acrobatics +7, Performance +4</skill>
        <passive>9</passive>
        <languages>any one language (usually Common)</languages>
        <cr>1</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Nimble</name>
            <text>The performer can take the Disengage action as a bonus action on each of its turns.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The juggler makes three dagger attacks.</text>
        </action>
        <action>
            <name>Dagger</name>
            <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage.</text>
            <attack>Dagger|5|1d4+3</attack>
        </action>
        <description>By offering a place for those of many different talents, the Cult of Rakdos has seen its numbers swell with performing artists, including blade jugglers, fire eaters, and high wire acrobats. Performers carry the message of Rakdos out into the streets: cut loose, free yourself from the bonds of society's mores and expectations, and indulge your desires.
            Source: Guildmasters' Guide to Ravnica p. 249</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Rakdos Performer, Fire Eater</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>Chaotic Evil</alignment>
        <ac>13</ac>
        <hp>22 (4d8+4)</hp>
        <speed>walk 40 ft., climb 30 ft.</speed>
        <str>13</str>
        <dex>17</dex>
        <con>12</con>
        <int>10</int>
        <wis>8</wis>
        <cha>15</cha>
        <save>Dex +5, Cha +4</save>
        <skill>Acrobatics +7, Performance +4</skill>
        <passive>9</passive>
        <languages>any one language (usually Common)</languages>
        <cr>1</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Nimble</name>
            <text>The performer can take the Disengage action as a bonus action on each of its turns.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The fire eater makes two attacks with its bladed chain.</text>
        </action>
        <action>
            <name>Bladed Chain</name>
            <text>Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 6 (1d6 + 3) slashing damage.</text>
            <attack>Bladed Chain|5|1d6+3</attack>
        </action>
        <action>
            <name>Spew Flame (Recharge 4-6)</name>
            <text>The fire eater exhales flames. Each creature in a 15-foot cone must make a DC 13 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.</text>
        </action>
        <description>By offering a place for those of many different talents, the Cult of Rakdos has seen its numbers swell with performing artists, including blade jugglers, fire eaters, and high wire acrobats. Performers carry the message of Rakdos out into the streets: cut loose, free yourself from the bonds of society's mores and expectations, and indulge your desires.
            Source: Guildmasters' Guide to Ravnica p. 249</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Rakdos Performer, High-Wire Acrobat</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>Chaotic Evil</alignment>
        <ac>13</ac>
        <hp>22 (4d8+4)</hp>
        <speed>walk 40 ft., climb 30 ft.</speed>
        <str>13</str>
        <dex>17</dex>
        <con>12</con>
        <int>10</int>
        <wis>8</wis>
        <cha>15</cha>
        <save>Dex +5, Cha +4</save>
        <skill>Acrobatics +7, Performance +4</skill>
        <passive>9</passive>
        <languages>any one language (usually Common)</languages>
        <cr>1</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Nimble</name>
            <text>The performer can take the Disengage action as a bonus action on each of its turns.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The acrobat makes two attacks with its barbed pole.</text>
        </action>
        <action>
            <name>Barbed Pole</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage, and the acrobat can jump up to 20 feet. This movement doesn't provoke opportunity attacks.</text>
            <attack>Barbed Pole|5|1d8+3</attack>
        </action>
        <description>By offering a place for those of many different talents, the Cult of Rakdos has seen its numbers swell with performing artists, including blade jugglers, fire eaters, and high wire acrobats. Performers carry the message of Rakdos out into the streets: cut loose, free yourself from the bonds of society's mores and expectations, and indulge your desires.
            Source: Guildmasters' Guide to Ravnica p. 249</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Reckoner</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>Lawful Neutral</alignment>
        <ac>18 (plate armor)</ac>
        <hp>52 (8d8+16)</hp>
        <speed>walk 30 ft.</speed>
        <str>16</str>
        <dex>12</dex>
        <con>15</con>
        <int>15</int>
        <wis>12</wis>
        <cha>10</cha>
        <save></save>
        <skill>Arcana +4, Intimidation +2, Perception +3</skill>
        <passive>13</passive>
        <languages>Common plus any one language</languages>
        <cr>4</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>First Strike</name>
            <text>The reckoner has advantage on initiative rolls.</text>
        </trait>
        <action>
            <name>Longsword</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.</text>
            <attack>Longsword|5|1d8+3</attack>
        </action>
        <reaction>
            <name>Lightning Backlash (Recharge 5-6)</name>
            <text>When a creature hits the reckoner with an attack, the attacker takes lightning damage equal to half the damage dealt by the attack.</text>
        </reaction>
        <trait>
            <name>Spellcasting</name>
            <text>The reckoner is a 5th-level Boros spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The reckoner has the following wizard spells prepared:</text>
            <text>Cantrips (at will): blade ward, light, message, shocking grasp</text>
            <text>• 1st level (4 slots): guiding bolt, shield, thunderwave, witch bolt</text>
            <text>• 2nd level (3 slots): blur, levitate</text>
            <text>• 3rd level (2 slots): lightning bolt</text>
        </trait>
        <slots>4, 3, 2</slots>
        <spells>blade ward, light, message, shocking grasp, guiding bolt, shield, thunderwave, witch bolt, blur, levitate, lightning bolt</spells>
        <description>Boros reckoners combine physical power and magical prowess, serving as the shock troops of the legion. They are adept at breaking up mobs and organized lines of defense. Sometimes described as living thunderstorms, reckoners charge their bodies with lightning that bursts forth in their spells and lashes out at enemies who harm them. Many reckoners are minotaurs.
            Source: Guildmasters' Guide to Ravnica p. 231</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Rubblebelt Stalker</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>Chaotic Neutral</alignment>
        <ac>14 (piecemeal armor)</ac>
        <hp>11 (2d8+2)</hp>
        <speed>walk 30 ft., climb 30 ft.</speed>
        <str>10</str>
        <dex>15</dex>
        <con>12</con>
        <int>10</int>
        <wis>14</wis>
        <cha>8</cha>
        <save></save>
        <skill>Athletics +2, Perception +4, Stealth +4</skill>
        <passive>14</passive>
        <languages>any one language (usually Common)</languages>
        <cr>1/2</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Ambusher</name>
            <text>In the first round of a combat, the stalker has advantage on attack rolls against any creature that hasn't taken a turn yet.</text>
        </trait>
        <trait>
            <name>Nimble Escape</name>
            <text>The stalker can take the Disengage or Hide action as a bonus action on each of its turns.</text>
        </trait>
        <trait>
            <name>Ruin Dweller</name>
            <text>The stalker has advantage on Dexterity (Stealth) checks made to hide in ruins, and its speed is not reduced in difficult terrain composed of rubble.</text>
        </trait>
        <trait>
            <name>Siege Monster</name>
            <text>The stalker deals double damage to objects and structures.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The stalker makes three attacks with its shortsword.</text>
        </action>
        <action>
            <name>Shortsword</name>
            <text>Melee Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
            <attack>Shortsword|4|1d6+2</attack>
        </action>
        <description>Rubblebelt stalkers are scouts and skirmishers for the Gruul Clans. They excel at moving over challenging terrain, whether they're picking their way through treacherous ruins or clambering across rooftops. They favor ambush tactics and avoid confrontations with stronger forces, relying on their superior mobility to make their escape.
            Source: Guildmasters' Guide to Ravnica p. 239</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Scorchbringer Guard</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>Chaotic Neutral</alignment>
        <ac>16 (breastplate)</ac>
        <hp>11 (2d8+2)</hp>
        <speed>walk 30 ft.</speed>
        <str>13</str>
        <dex>14</dex>
        <con>12</con>
        <int>10</int>
        <wis>9</wis>
        <cha>10</cha>
        <save></save>
        <skill></skill>
        <passive>9</passive>
        <languages>any one language (usually Common)</languages>
        <cr>1/2</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Explosive Tank</name>
            <text>When the guard dies, or if it rolls a 1 when checking whether its Scorchbringer action recharges, the tank on its back explodes in a 10-foot radius sphere. Each creature in that area must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects that aren't being worn or carried, and it destroys the scorchbringer.</text>
        </trait>
        <action>
            <name>Light Hammer</name>
            <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) bludgeoning damage.</text>
            <attack>Light Hammer|4|1d4+2</attack>
        </action>
        <action>
            <name>Scorchbringer (Recharge 4-6)</name>
            <text>The guard's scorchbringer spouts a stream of flame in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.</text>
        </action>
        <description>While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do.
            Source: Guildmasters' Guide to Ravnica p. 243</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Soldier</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>Any alignment</alignment>
        <ac>18 (chain mail)</ac>
        <hp>16 (3d8+3)</hp>
        <speed>walk 30 ft.</speed>
        <str>13</str>
        <dex>12</dex>
        <con>12</con>
        <int>10</int>
        <wis>11</wis>
        <cha>11</cha>
        <save></save>
        <skill>Perception +2, Athletics +3</skill>
        <passive>12</passive>
        <languages>any one language (usually Common)</languages>
        <cr>1/2</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Formation Tactics</name>
            <text>The soldier has advantage on saving throws against being charmed, frightened, grappled, or restrained while it is within 5 feet of at least one ally.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The soldier makes two melee attacks.</text>
        </action>
        <action>
            <name>Longsword</name>
            <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.</text>
            <attack>Longsword|3|1d8+2</attack>
        </action>
        <description>Soldiers are found in many of Ravnica's guilds. The soldier stat block represents a typical member of the rank and file, though weaponry and armor can vary.
            Source: Guildmasters' Guide to Ravnica p. 226</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Thought Spy</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>Lawful Evil</alignment>
        <ac>13 (leather armor)</ac>
        <hp>27 (6d8)</hp>
        <speed>walk 30 ft.</speed>
        <str>11</str>
        <dex>14</dex>
        <con>10</con>
        <int>16</int>
        <wis>13</wis>
        <cha>14</cha>
        <save></save>
        <skill>Deception +6, Insight +3, Investigation +5, Perception +3, Sleight of hand +4, Stealth +4</skill>
        <passive>13</passive>
        <languages>Common plus any one language</languages>
        <cr>1</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses>darkvision 30 ft.</senses>
        <trait>
            <name>Cunning Action</name>
            <text>On each of its turns, the thought spy can use a bonus action to take the Dash, Disengage, or Hide action.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The thought spy makes two melee attacks, or it makes three ranged attacks with its daggers.</text>
        </action>
        <action>
            <name>Dagger</name>
            <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
            <attack>Dagger|4|1d4+2</attack>
        </action>
        <action>
            <name>Rapier</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage.</text>
            <attack>Rapier|4|1d8+2</attack>
        </action>
        <trait>
            <name>Innate Spellcasting (Psionics)</name>
            <text>The thought spy's innate spellcasting ability is Intelligence (spell save DC 13). The thought spy can innately cast the following spells, requiring no components:</text>
            <text>At will: charm person, disguise self, encode thoughts (see chapter 2)</text>
            <text>1/day each: blur, detect thoughts, gaseous form</text>
        </trait>
        <spells>charm person, disguise self, encode thoughts, blur, detect thoughts, gaseous form</spells>
        <description>Thought spies form the backbone of House Dimir's covert operations. They are trained in stealth and infiltration, tactics that they supplement with rigorously developed mental abilities. To ensure that no secrets slip through Dimir's fingers, they infiltrate rival guilds. In addition to traditional means of gathering intelligence, thought spies use their magic to spy on the thoughts of their targets.
            Source: Guildmasters' Guide to Ravnica p. 233</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Golgari Shaman</name>
        <size>M</size>
        <type>humanoid (elf)</type>
        <alignment>Lawful Evil</alignment>
        <ac>14 (hide armor)</ac>
        <hp>88 (16d8+16)</hp>
        <speed>walk 30 ft.</speed>
        <str>11</str>
        <dex>15</dex>
        <con>12</con>
        <int>12</int>
        <wis>17</wis>
        <cha>16</cha>
        <save>Con +4, Wis +6</save>
        <skill>Arcana +4, Insight +6, Nature +4, Religion +4</skill>
        <passive>13</passive>
        <languages>Common, Elvish</languages>
        <cr>5</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <trait>
            <name>Fey Ancestry</name>
            <text>The shaman has advantage on saving throws against being charmed, and magic can't put it to sleep.</text>
        </trait>
        <action>
            <name>Quarterstaff</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.</text>
            <attack>Quarterstaff|4|1d6+2</attack>
        </action>
        <action>
            <name>Fungal Rot</name>
            <text>Melee Spell Attack: +6 to hit, reach 5 ft., one target. 9 (2d8) necrotic damage, and the target must make a DC 14 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.</text>
            <attack>Fungal Rot|6|2d8</attack>
        </action>
        <reaction>
            <name>Feed on Death</name>
            <text>When a creature within 30 feet of the shaman drops to 0 hit points, the shaman gains 5 (1d10) temporary hit points.</text>
        </reaction>
        <trait>
            <name>Spellcasting</name>
            <text>The shaman is an 8th-level Golgari spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The shaman has the following druid spells prepared:</text>
            <text>Cantrips (at will): poison spray, shillelagh, thorn whip</text>
            <text>• 1st level (4 slots): cure wounds, entangle, ray of sickness</text>
            <text>• 2nd level (3 slots): pass without trace, ray of enfeeblement, spike growth</text>
            <text>• 3rd level (3 slots): animate dead, dispel magic, plant growth</text>
            <text>• 4th level (2 slots): blight, giant insect</text>
        </trait>
        <slots>4, 3, 3, 2</slots>
        <spells>poison spray, shillelagh, thorn whip, cure wounds, entangle, ray of sickness, pass without trace, ray of enfeeblement, spike growth, animate dead, dispel magic, plant growth, blight, giant insect</spells>
        <description>Golgari shamans are the spiritual leaders of the Golgari Swarm. They teach the guild's beliefs about the cycles of nature, using their necromantic magic to show how life sprouts from death.
            Golgari shamans paint their faces so they appear to have extra eyes on their cheeks and chins. They sometimes use magical moodmark paint (described in chapter 5) to allow them to communicate by means of these marks. They wear clothing adorned with beetle carapaces, spiderwebs, or shelf fungus.
            Golgari Lairs:
            Members of the Golgari Swarm have an intimate connection to their territory. When at least six Golgari defend their territory together, they can call on the environment to aid them. The group must include Jarad Vod Savo or at least one Golgari shaman, kraul death priest, undercity medusa, or Devkarin lich. When determining the difficulty of such an encounter, consider the lair to be one additional creature of challenge rating 1.
            Source: Guildmasters' Guide to Ravnica p. 236</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Kraul Death Priest</name>
        <size>M</size>
        <type>humanoid (kraul)</type>
        <alignment>Lawful Evil</alignment>
        <ac>18 (natural armor)</ac>
        <hp>65 (10d8+20)</hp>
        <speed>walk 30 ft., climb 30 ft., fly 40 ft.</speed>
        <str>16</str>
        <dex>12</dex>
        <con>14</con>
        <int>12</int>
        <wis>15</wis>
        <cha>10</cha>
        <save>Con +4, Wis +4</save>
        <skill>Insight +4, Nature +3, Religion +3</skill>
        <passive>12</passive>
        <languages>Common, Kraul</languages>
        <cr>4</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <trait>
            <name>Feed on Death</name>
            <text>When a creature within 30 feet of the kraul drops to 0 hit points, the kraul or another creature of its choice within 30 feet of it gains 5 (1d10) temporary hit points, provided the kraul isn't incapacitated.</text>
        </trait>
        <trait>
            <name>Hive Mind</name>
            <text>The kraul is immune to the charmed and frightened conditions while within 30 feet of at least one other kraul.</text>
        </trait>
        <trait>
            <name>Pack Tactics</name>
            <text>The kraul has advantage on an attack roll against a creature if at least one of the kraul's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
        </trait>
        <trait>
            <name>Spider Climb</name>
            <text>The kraul can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The kraul makes one attack with its quarterstaff and casts one of its spells with a casting time of 1 action.</text>
        </action>
        <action>
            <name>Quarterstaff</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage if used with two hands.</text>
            <attack>Quarterstaff|5|1d6+3</attack>
        </action>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The kraul's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kraul can innately cast the following spells, requiring no material components:</text>
            <text>At will: chill touch, poison spray</text>
            <text>3/day each: ray of enfeeblement, ray of sickness</text>
            <text>1/day each: animate dead, blight, vampiric touch</text>
        </trait>
        <spells>chill touch, poison spray, ray of enfeeblement, ray of sickness, animate dead, blight, vampiric touch</spells>
        <description>The death priests occupy the highest roles in kraul society. They lead the buzzing chants of the kraul rites. Their inscrutable clicks and buzzing can summon crippling necromantic magic, and the presence of death seems to fortify them. They draw power from the defeat of their enemies and channel it to their followers, ensuring the continuation of the cycle.
            The current leader of the kraul is a death priest named Mazirek.
            Kraul:
            The kraul are an ascendant power group within the Golgari Swarm, long content to linger at the margins of the undercity but now increasingly making their buzzing voices heard in the subterranean Golgari guildhall. These six-legged, insectile beings are hard-headed and literal-minded, with little grasp of metaphor or nuance.
            Source: Guildmasters' Guide to Ravnica p. 214</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Kraul Warrior</name>
        <size>M</size>
        <type>humanoid (kraul)</type>
        <alignment>Lawful Evil</alignment>
        <ac>18 (natural armor)</ac>
        <hp>27 (5d8+5)</hp>
        <speed>walk 30 ft., climb 30 ft.</speed>
        <str>15</str>
        <dex>12</dex>
        <con>13</con>
        <int>10</int>
        <wis>11</wis>
        <cha>8</cha>
        <save></save>
        <skill></skill>
        <passive>10</passive>
        <languages>Kraul, understands Common but can't speak it</languages>
        <cr>1/2</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <trait>
            <name>Hive Mind</name>
            <text>The kraul is immune to the charmed and frightened conditions while within 30 feet of at least one other kraul.</text>
        </trait>
        <trait>
            <name>Pack Tactics</name>
            <text>The kraul has advantage on an attack roll against a creature if at least one of the kraul's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
        </trait>
        <trait>
            <name>Spider Climb</name>
            <text>The kraul can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
        </trait>
        <action>
            <name>Spear</name>
            <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.</text>
            <attack>Spear|4|1d6+2</attack>
        </action>
        <action>
            <name>Variant: Winged Kraul Warriors</name>
            <text>Some kraul warriors have a flying speed of 40 feet, as a result of possessing gossamer wings. Their wings give them a higher station among the kraul soldiers. Winged kraul warriors serve the guild as scouts and shock troops.</text>
        </action>
        <description>Kraul society is organized into well-defined roles and castes. The vast majority of the kraul occupy various tiers of soldiery, from commanders and elite troops down to the lowliest infantry.
            Kraul:
            The kraul are an ascendant power group within the Golgari Swarm, long content to linger at the margins of the undercity but now increasingly making their buzzing voices heard in the subterranean Golgari guildhall. These six-legged, insectile beings are hard-headed and literal-minded, with little grasp of metaphor or nuance.
            Source: Guildmasters' Guide to Ravnica p. 213</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Zegana</name>
        <size>M</size>
        <type>humanoid (merfolk)</type>
        <alignment>Lawful Neutral</alignment>
        <ac>16 (natural armor)</ac>
        <hp>130 (20d8+40)</hp>
        <speed>walk 30 ft., swim 40 ft.</speed>
        <str>11</str>
        <dex>14</dex>
        <con>14</con>
        <int>20</int>
        <wis>18</wis>
        <cha>16</cha>
        <save>Int +10, Wis +9</save>
        <skill>Insight +9, Nature +10, Perception +9</skill>
        <passive>19</passive>
        <languages>Common, Elvish, Merfolk</languages>
        <cr>16</cr>
        <resist>cold, poison</resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <trait>
            <name>Amphibious</name>
            <text>Zegana can breathe air and water.</text>
        </trait>
        <trait>
            <name>Legendary Resistance (3/Day)</name>
            <text>If Zegana fails a saving throw, she can choose to succeed instead.</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>Zegana has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <action>
            <name>Prime Speaker's Trident</name>
            <text>Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. 12 (2d6 + 5) piercing damage, and the trident emits a thunderous boom. Each creature in a 15-foot cube originating from the prongs of the trident must make a DC 18 Constitution saving throw. On a failed save, the creature takes 9 (2d8) thunder damage and is pushed 10 feet away from Zegana. If the creature is underwater, the damage is increased to 13 (3d8). On a successful save, the creature takes half as much damage and isn't pushed.</text>
            <attack>Prime Speaker's Trident|10|2d6+5</attack>
        </action>
        <action>
            <name>Deluge (Recharge 4-6)</name>
            <text>Zegana conjures a wave of water that crashes down on an area within 120 feet of her. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 18 (4d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water spreads out across the ground, extinguishing unprotected flames it comes in contact with, and then vanishes.</text>
        </action>
        <legendary>
            <text>Zegana can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Zegana regains spent legendary actions at the start of its turn.</text>
        </legendary>
        <legendary>
            <name>Adaptive Skin</name>
            <text>Zegana gains resistance to one damage type of her choice-acid, fire, lightning, or thunder-until the start of her next turn.</text>
        </legendary>
        <legendary>
            <name>Trident</name>
            <text>Zegana makes one melee attack with the Prime Speaker's Trident.</text>
        </legendary>
        <legendary>
            <name>Enlarge (Costs 2 Actions)</name>
            <text>Zegana casts enlarge/reduce on herself, using the enlarge option, without expending a spell slot.</text>
        </legendary>
        <legendary>
            <name>Deluge (Costs 3 Actions)</name>
            <text>Zegana uses Deluge, if available.</text>
        </legendary>
        <trait>
            <name>Spellcasting</name>
            <text>Zegana is a 15th-level Simic spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). She has the following wizard spells prepared:</text>
            <text>Cantrips (at will): acid splash, druidcraft, ray of frost, shape water</text>
            <text>• 1st level (4 slots): color spray, expeditious retreat, fog cloud, shield</text>
            <text>• 2nd level (3 slots): enlarge/reduce, gust of wind</text>
            <text>• 3rd level (3 slots): counterspell, fly, slow</text>
            <text>• 4th level (3 slots): control water, ice storm, polymorph</text>
            <text>• 5th level (2 slots): conjure elemental, creation</text>
            <text>• 6th level (1 slots): move earth, wall of ice</text>
            <text>• 7th level (1 slots): prismatic spray, teleport</text>
            <text>• 8th level (1 slots): control weather, dominate monster</text>
        </trait>
        <slots>4, 3, 3, 3, 2, 1, 1, 1</slots>
        <spells>acid splash, druidcraft, ray of frost, shape water, color spray, expeditious retreat, fog cloud, shield, enlarge/reduce, gust of wind, counterspell, fly, slow, control water, ice storm, polymorph, conjure elemental, creation, move earth, wall of ice, prismatic spray, teleport, control weather, dominate monster</spells>
        <description>The regal and reticent Prime Speaker Zegana is the merfolk guildmaster of the Simic Combine. She upholds the traditional ways of the guild and its utopian philosophy, which espouses a vision of an ideal world in which nature and civilization coexist in perfect balance. Some people in the guild-members of the Adaptationist faction in particular-argue that her ways are outdated and the guild requires more practical leadership. In response, Zegana maintains that she serves as prime speaker only at the sufferance of the Speakers' Chamber, and if the other speakers wish to replace her, they are certainly within their rights to do so.
            Source: Guildmasters' Guide to Ravnica p. 255</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Category 1 Krasis</name>
        <size>M</size>
        <type>monstrosity</type>
        <alignment>Unaligned</alignment>
        <ac>15 (natural armor)</ac>
        <hp>19 (3d8+6)</hp>
        <speed>walk 30 ft.</speed>
        <str>16</str>
        <dex>15</dex>
        <con>14</con>
        <int>2</int>
        <wis>13</wis>
        <cha>8</cha>
        <save></save>
        <skill></skill>
        <passive>11</passive>
        <languages></languages>
        <cr>1</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Amphibious</name>
            <text>The krasis can breathe air and water.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The krasis makes two attacks: one with its bite and one with its claws.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 8 (1d10 + 3) piercing damage.</text>
            <attack>Bite|5|1d10+3</attack>
        </action>
        <action>
            <name>Claws</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage.</text>
            <attack>Claws|5|1d8+3</attack>
        </action>
        <description>Krasis:
            In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can't reproduce. A few multiply and become part of the guild's standard menagerie.
            Creating a Krasis:
            To create a krasis, choose the appropriate stat block: category 1 (Medium), category 2 (Large), or category 3 (Huge). Then roll once on the Major Adaptations table and once on the Minor Adaptations table (or choose an option from each table) to determine its additional characteristics. The potency of some adaptations varies based on the category of the krasis, as indicated in the descriptions of those adaptations.
            Just a few examples of krasis are the battering krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab (an improved shambleshark that includes octopus elements as well).
            d8 | Major Adaptation
            1 | Acidic Skin. Any creature that touches the krasis or hits it with a melee attack while within 5 feet of it takes 2 (1d4) acid damage (category 1), 4 (1d8) acid damage (category 2), or 6 (1d12) acid damage (category 3).
            2 | Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing its Armor Class by 4.
            3 | Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other magical effects.
            4 | Flight. The krasis has wings and gains a flying speed equal to its walking speed.
            5 | Grabber. When the krasis hits a creature with its claws, the target is grappled (escape DC 13 for category 1, DC 15 for category 2, and DC 19 for category 3) by a specialized grasping appendage on the krasis. It can have only one creature grappled in this way at a time.
            6 | Hypnotic Display (Recharge 5-6). As an action, the krasis creates mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of all krasis for 24 hours.
            7 | Venomous Sting. When the krasis hits a creature with its claws, the creature must succeed on a Constitution saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be poisoned for 1 minute. If the krasis is a category 2 or 3, the creature is paralyzed while poisoned in this way. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
            8 | Regeneration. The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a category 3) at the start of each of its turns if it has at least 1 hit point.
            
            d8 | Minor Adaptation
            1 | Amorphous Structure. The krasis can move through a space as narrow as 1 inch wide without squeezing.
            2 | Aquatic. The krasis gains a swimming speed equal to its walking speed.
            3 | Climbing Speed. The krasis gains a climbing speed equal to its walking speed.
            4 | Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide.
            5 | Heightened Awareness. The krasis can't be surprised, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes.
            6 | Ink Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a point in the krasis's space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.
            7 | Leaping Legs. With or without a running start, the krasis's long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet (category 2), or 30 feet (category 3).
            8 | Stabilizing Legs. The krasis has several crablike legs. As a result, it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
            
            Source: Guildmasters' Guide to Ravnica p. 210</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Category 2 Krasis</name>
        <size>L</size>
        <type>monstrosity</type>
        <alignment>Unaligned</alignment>
        <ac>15 (natural armor)</ac>
        <hp>136 (16d10+48)</hp>
        <speed>walk 40 ft.</speed>
        <str>18</str>
        <dex>14</dex>
        <con>16</con>
        <int>2</int>
        <wis>13</wis>
        <cha>8</cha>
        <save></save>
        <skill></skill>
        <passive>11</passive>
        <languages></languages>
        <cr>6</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Amphibious</name>
            <text>The krasis can breathe air and water.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The krasis makes two attacks: one with its bite and one with its claws.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 17 (2d12 + 4) piercing damage.</text>
            <attack>Bite|7|2d12+4</attack>
        </action>
        <action>
            <name>Claws</name>
            <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 17 (2d12 + 4) slashing damage.</text>
            <attack>Claws|7|2d12+4</attack>
        </action>
        <description>Krasis:
            In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can't reproduce. A few multiply and become part of the guild's standard menagerie.
            Creating a Krasis:
            To create a krasis, choose the appropriate stat block: category 1 (Medium), category 2 (Large), or category 3 (Huge). Then roll once on the Major Adaptations table and once on the Minor Adaptations table (or choose an option from each table) to determine its additional characteristics. The potency of some adaptations varies based on the category of the krasis, as indicated in the descriptions of those adaptations.
            Just a few examples of krasis are the battering krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab (an improved shambleshark that includes octopus elements as well).
            d8 | Major Adaptation
            1 | Acidic Skin. Any creature that touches the krasis or hits it with a melee attack while within 5 feet of it takes 2 (1d4) acid damage (category 1), 4 (1d8) acid damage (category 2), or 6 (1d12) acid damage (category 3).
            2 | Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing its Armor Class by 4.
            3 | Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other magical effects.
            4 | Flight. The krasis has wings and gains a flying speed equal to its walking speed.
            5 | Grabber. When the krasis hits a creature with its claws, the target is grappled (escape DC 13 for category 1, DC 15 for category 2, and DC 19 for category 3) by a specialized grasping appendage on the krasis. It can have only one creature grappled in this way at a time.
            6 | Hypnotic Display (Recharge 5-6). As an action, the krasis creates mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of all krasis for 24 hours.
            7 | Venomous Sting. When the krasis hits a creature with its claws, the creature must succeed on a Constitution saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be poisoned for 1 minute. If the krasis is a category 2 or 3, the creature is paralyzed while poisoned in this way. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
            8 | Regeneration. The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a category 3) at the start of each of its turns if it has at least 1 hit point.
            
            d8 | Minor Adaptation
            1 | Amorphous Structure. The krasis can move through a space as narrow as 1 inch wide without squeezing.
            2 | Aquatic. The krasis gains a swimming speed equal to its walking speed.
            3 | Climbing Speed. The krasis gains a climbing speed equal to its walking speed.
            4 | Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide.
            5 | Heightened Awareness. The krasis can't be surprised, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes.
            6 | Ink Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a point in the krasis's space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.
            7 | Leaping Legs. With or without a running start, the krasis's long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet (category 2), or 30 feet (category 3).
            8 | Stabilizing Legs. The krasis has several crablike legs. As a result, it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
            
            Source: Guildmasters' Guide to Ravnica p. 211</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Category 3 Krasis</name>
        <size>H</size>
        <type>monstrosity</type>
        <alignment>Unaligned</alignment>
        <ac>16 (natural armor)</ac>
        <hp>287 (25d12+125)</hp>
        <speed>walk 40 ft.</speed>
        <str>23</str>
        <dex>12</dex>
        <con>21</con>
        <int>2</int>
        <wis>13</wis>
        <cha>8</cha>
        <save></save>
        <skill></skill>
        <passive>11</passive>
        <languages></languages>
        <cr>16</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Amphibious</name>
            <text>The krasis can breathe air and water.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The krasis makes three attacks: one with its bite, one with its claws, and one with its tail.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. 27 (6d6 + 6) piercing damage.</text>
            <attack>Bite|11|6d6+6</attack>
        </action>
        <action>
            <name>Claws</name>
            <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 22 (3d10 + 6) slashing damage.</text>
            <attack>Claws|11|3d10+6</attack>
        </action>
        <action>
            <name>Tail</name>
            <text>Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 33 (6d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.</text>
            <attack>Tail|11|6d8+6</attack>
        </action>
        <description>Krasis:
            In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can't reproduce. A few multiply and become part of the guild's standard menagerie.
            Creating a Krasis:
            To create a krasis, choose the appropriate stat block: category 1 (Medium), category 2 (Large), or category 3 (Huge). Then roll once on the Major Adaptations table and once on the Minor Adaptations table (or choose an option from each table) to determine its additional characteristics. The potency of some adaptations varies based on the category of the krasis, as indicated in the descriptions of those adaptations.
            Just a few examples of krasis are the battering krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab (an improved shambleshark that includes octopus elements as well).
            d8 | Major Adaptation
            1 | Acidic Skin. Any creature that touches the krasis or hits it with a melee attack while within 5 feet of it takes 2 (1d4) acid damage (category 1), 4 (1d8) acid damage (category 2), or 6 (1d12) acid damage (category 3).
            2 | Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing its Armor Class by 4.
            3 | Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other magical effects.
            4 | Flight. The krasis has wings and gains a flying speed equal to its walking speed.
            5 | Grabber. When the krasis hits a creature with its claws, the target is grappled (escape DC 13 for category 1, DC 15 for category 2, and DC 19 for category 3) by a specialized grasping appendage on the krasis. It can have only one creature grappled in this way at a time.
            6 | Hypnotic Display (Recharge 5-6). As an action, the krasis creates mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of all krasis for 24 hours.
            7 | Venomous Sting. When the krasis hits a creature with its claws, the creature must succeed on a Constitution saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be poisoned for 1 minute. If the krasis is a category 2 or 3, the creature is paralyzed while poisoned in this way. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
            8 | Regeneration. The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a category 3) at the start of each of its turns if it has at least 1 hit point.
            
            d8 | Minor Adaptation
            1 | Amorphous Structure. The krasis can move through a space as narrow as 1 inch wide without squeezing.
            2 | Aquatic. The krasis gains a swimming speed equal to its walking speed.
            3 | Climbing Speed. The krasis gains a climbing speed equal to its walking speed.
            4 | Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide.
            5 | Heightened Awareness. The krasis can't be surprised, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes.
            6 | Ink Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a point in the krasis's space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.
            7 | Leaping Legs. With or without a running start, the krasis's long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet (category 2), or 30 feet (category 3).
            8 | Stabilizing Legs. The krasis has several crablike legs. As a result, it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
            
            Source: Guildmasters' Guide to Ravnica p. 212</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Isperia</name>
        <size>G</size>
        <type>monstrosity</type>
        <alignment>Lawful Neutral</alignment>
        <ac>17 (natural armor)</ac>
        <hp>261 (18d20+72)</hp>
        <speed>walk 40 ft., fly 60 ft.</speed>
        <str>20</str>
        <dex>14</dex>
        <con>18</con>
        <int>23</int>
        <wis>26</wis>
        <cha>20</cha>
        <save>Dex +9, Con +11, Int +13, Wis +15</save>
        <skill>Arcana +13, History +13, Insight +15, Perception +15</skill>
        <passive>25</passive>
        <languages>Common, Sphinx</languages>
        <cr>21</cr>
        <resist></resist>
        <immune>psychic; bludgeoning, piercing, slashing from nonmagical attacks</immune>
        <vulnerable></vulnerable>
        <conditionImmune>charmed, frightened</conditionImmune>
        <senses>truesight 120 ft.</senses>
        <trait>
            <name>Inscrutable</name>
            <text>Isperia is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom (Insight) checks made to ascertain her intentions or sincerity have disadvantage.</text>
        </trait>
        <trait>
            <name>Legendary Resistance (3/Day)</name>
            <text>If Isperia fails a saving throw, she can choose to succeed instead.</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>Isperia has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>Isperia makes two claw attacks. She can cast a spell with a casting time of 1 action in place of one claw attack.</text>
        </action>
        <action>
            <name>Claw</name>
            <text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 21 (3d10 + 5) slashing damage. If the target is a creature, it must succeed on a DC 23 Wisdom saving throw or take 14 (4d6) psychic damage after each attack it makes against Isperia before the start of her next turn.</text>
            <attack>Claw|12|3d10+5</attack>
        </action>
        <action>
            <name>Supreme Legal Authority</name>
            <text>Isperia chooses up to three creatures she can see within 90 feet of her. Each target must succeed on a DC 23 Intelligence saving throw or Isperia chooses an action for that target: Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, or Use an Object. The affected target can't take that action for 1 minute. At the end of each of the target's turns, it can end the effect on itself with a successful DC 23 Intelligence saving throw. A target that succeeds on the saving throw becomes immune to Isperia's Supreme Legal Authority for 24 hours.</text>
        </action>
        <legendary>
            <text>Isperia can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Isperia regains spent legendary actions at the start of its turn.</text>
        </legendary>
        <legendary>
            <name>Claw Attack</name>
            <text>Isperia makes one claw attack.</text>
        </legendary>
        <legendary>
            <name>Cast a Spell (Costs 2 Actions)</name>
            <text>Isperia casts a spell of 3rd level or lower from her list of prepared spells, using a spell slot as normal.</text>
        </legendary>
        <legendary>
            <name>Supreme Legal Authority (Costs 3 Actions)</name>
            <text>Isperia uses Supreme Legal Authority.</text>
        </legendary>
        <trait>
            <name>Innate Spellcasting</name>
            <text>Isperia's innate spellcasting ability is Wisdom (spell save DC 23). Isperia can innately cast imprisonment twice per day, requiring no material components.</text>
            <text>2/day: imprisonment</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>Isperia is a 15th-level Azorius spellcaster. Her spellcasting ability is Wisdom (spell save DC 23, +14 to hit with spell attacks). Isperia has the following cleric spells prepared:</text>
            <text>Cantrips (at will): guidance, light, resistance, sacred flame, thaumaturgy</text>
            <text>• 1st level (4 slots): command, detect evil and good, ensnaring strike, sanctuary, shield of faith</text>
            <text>• 2nd level (3 slots): arcane lock, augury, calm emotions, hold person, silence, zone of truth</text>
            <text>• 3rd level (3 slots): bestow curse, clairvoyance, counterspell, dispel magic, tongues</text>
            <text>• 4th level (3 slots): divination, locate creature</text>
            <text>• 5th level (2 slots): dispel evil and good, scrying</text>
            <text>• 6th level (1 slots): word of recall</text>
            <text>• 7th level (1 slots): divine word</text>
            <text>• 8th level (1 slots): antimagic field</text>
        </trait>
        <slots>4, 3, 3, 3, 2, 1, 1, 1</slots>
        <spells>imprisonment, guidance, light, resistance, sacred flame, thaumaturgy, command, detect evil and good, ensnaring strike, sanctuary, shield of faith, arcane lock, augury, calm emotions, hold person, silence, zone of truth, bestow curse, clairvoyance, counterspell, dispel magic, tongues, divination, locate creature, dispel evil and good, scrying, word of recall, divine word, antimagic field</spells>
        <description>Isperia is the current guildmaster of the Azorius Senate. As a sphinx, she is aloof and values solitude above all. However, she has been forced to give up her privacy to deal with the increased crime and chaos on Ravnica.
            Isperia is devoted to her guild's belief that law is the ultimate bulwark against chaos, and it is her steady hand that guides the Azorius through these uncertain times. As guildmaster, Isperia serves as the supreme judge, a role that takes advantage of her encyclopedic knowledge of Ravnica's labyrinthine legal system.
            If an encounter turns violent, Isperia refrains from using lethal force if possible, preferring to subdue a wrongdoing so that the legal system can mete out justice.
            Source: Guildmasters' Guide to Ravnica p. 227</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Skyjek Roc</name>
        <size>L</size>
        <type>monstrosity</type>
        <alignment>Unaligned</alignment>
        <ac>15 (breastplate)</ac>
        <hp>37 (5d10+10)</hp>
        <speed>walk 20 ft., fly 90 ft.</speed>
        <str>20</str>
        <dex>13</dex>
        <con>14</con>
        <int>3</int>
        <wis>10</wis>
        <cha>8</cha>
        <save>Dex +3, Wis +2</save>
        <skill>Perception +2</skill>
        <passive>12</passive>
        <languages></languages>
        <cr>2</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Keen Sight</name>
            <text>The roc has advantage on Wisdom (Perception) checks that rely on sight.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The roc makes two attacks: one with its beak and one with its talons.</text>
        </action>
        <action>
            <name>Beak</name>
            <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage.</text>
            <attack>Beak|7|1d8+5</attack>
        </action>
        <action>
            <name>Talons</name>
            <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (2d4 + 5) slashing damage.</text>
            <attack>Talons|7|2d4+5</attack>
        </action>
        <description>The aerial forces of the Boros Legion-skyknights who fly alongside the angels-take to the air mounted on Skyjek rocs. These avians are named for the skyknights who are also part of the Wojek League, called Skyjeks. From the backs of their rocs, these mounted soldiers carry out reconnaissance missions, bombard enemies on the ground, and engage flying foes.
            The shape of a Skyjek roc's body makes it relatively easy to saddle and ride, and it is typically equipped with armor plating on its head and chest.
            Skyjek rocs are headstrong and impulsive, but their bravery makes them ideal mounts for the Boros knights.
            Source: Guildmasters' Guide to Ravnica p. 219</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Skyswimmer</name>
        <size>G</size>
        <type>monstrosity</type>
        <alignment>Unaligned</alignment>
        <ac>18 (natural armor)</ac>
        <hp>216 (16d20+48)</hp>
        <speed>walk 10 ft., fly 60 ft.</speed>
        <str>23</str>
        <dex>15</dex>
        <con>16</con>
        <int>7</int>
        <wis>12</wis>
        <cha>6</cha>
        <save>Con +8</save>
        <skill>Perception +6</skill>
        <passive>16</passive>
        <languages></languages>
        <cr>13</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Amphibious</name>
            <text>The skyswimmer can breathe air and water.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The skyswimmer makes three attacks: one with its bite and two with its slam.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 22 (3d10 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the skyswimmer. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the skyswimmer, and it takes 21 (6d6) acid damage at the start of each of the skyswimmer's turns. If the skyswimmer takes 30 damage or more on a single turn from the swallowed creature, the skyswimmer must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the skyswimmer. If the skyswimmer dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.</text>
            <attack>Bite|11|3d10+6</attack>
        </action>
        <action>
            <name>Slam</name>
            <text>Melee Weapon Attack: +11 to hit, reach 30 ft., one target. 19 (2d12 + 6) bludgeoning damage.</text>
            <attack>Slam|11|2d12+6</attack>
        </action>
        <description>Skyswimmers are enormous, predatory leviathans that feed on drakes, rocs, griffins, and anything else they encounter as they soar through the clouds above Ravnica.
            Source: Guildmasters' Guide to Ravnica p. 220</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Undercity Medusa</name>
        <size>M</size>
        <type>monstrosity</type>
        <alignment>Lawful Evil</alignment>
        <ac>16 (natural armor)</ac>
        <hp>120 (16d8+48)</hp>
        <speed>walk 30 ft.</speed>
        <str>16</str>
        <dex>18</dex>
        <con>16</con>
        <int>17</int>
        <wis>12</wis>
        <cha>15</cha>
        <save></save>
        <skill>Deception +5, Insight +4, Perception +4, Stealth +7</skill>
        <passive>14</passive>
        <languages>Common, Elvish</languages>
        <cr>6</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <trait>
            <name>Magic Resistance</name>
            <text>The medusa has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <trait>
            <name>Surprise Attack</name>
            <text>During the first round of combat, the medusa has advantage on attack rolls against any creature that is surprised, and it deals an extra 10 (3d6) damage each time it hits such a creature with an attack.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The medusa makes two claw attacks. It can also use Petrifying Gaze before or after making these attacks.</text>
        </action>
        <action>
            <name>Claw</name>
            <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage.</text>
            <attack>Claw|7|2d8+4</attack>
        </action>
        <action>
            <name>Petrifying Gaze</name>
            <text>The medusa fixes its gaze on one creature within 60 feet of it that it can see and that can see its eyes. The target must make a DC 14 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by a greater restoration spell or similar magic.</text>
        </action>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The medusa's innate spellcasting ability is Intelligence (spell save DC 14). The medusa can innately cast the following spells, requiring no material components:</text>
            <text>1/day each: expeditious retreat, fog cloud, misty step</text>
        </trait>
        <spells>expeditious retreat, fog cloud, misty step</spells>
        <description>The medusas of Ravnica, often called gorgons, are a monstrous race of creatures that appear superficially similar to human women. In place of hair, a gorgon has a writhing mass of black, serpentine cables, and its hands are scaly claws.
            The gaze of a medusa's glowing eyes causes living tissue to petrify. The transformation is rapid, leaving the victim as a stone statue, usually frozen in a position of abject fear or agony-a fine trophy for the medusa's macabre collection. The medusa must exert its will to effect this transformation, so the gaze of a surprised or friendly Ravnican medusa is harmless.
            This deadly gaze attack gives medusas a degree of power among the Golgari that is out of proportion with their small numbers. Medusas command a significant share of the guild's smaller cells around Ravnica, and at least one medusa is thought to be angling for control of the entire guild at the moment.
            Not all gorgons are so ambitious; some prefer to simply stalk the endless shadows of the undercity like hungry predators.
            Source: Guildmasters' Guide to Ravnica p. 222</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Wurm</name>
        <size>H</size>
        <type>monstrosity</type>
        <alignment>Unaligned</alignment>
        <ac>18 (natural armor)</ac>
        <hp>200 (16d12+96)</hp>
        <speed>walk 50 ft., burrow 30 ft.</speed>
        <str>24</str>
        <dex>10</dex>
        <con>22</con>
        <int>3</int>
        <wis>12</wis>
        <cha>4</cha>
        <save>Con +11, Wis +6</save>
        <skill></skill>
        <passive>11</passive>
        <languages></languages>
        <cr>14</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses>blindsight 60 ft., tremorsense 60 ft.</senses>
        <trait>
            <name>Siege Monster</name>
            <text>The wurm deals double damage to objects and structures.</text>
        </trait>
        <trait>
            <name>Earth Tremors</name>
            <text>The wurm creates earth tremors as it moves overland or underground. Any creature that comes within 30 feet of the moving wurm for the first time on a turn must succeed on a DC 20 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone. Any structure or object anchored to the ground that comes within 30 feet of the moving wurm for the first time on a turn takes 10 (3d6) force damage.</text>
        </trait>
        <trait>
            <name>Tunneler</name>
            <text>The wurm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.</text>
        </trait>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 24 (5d6 + 7) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the wurm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the wurm, and takes 17 (5d6) acid damage at the start of each of the wurm's turns. If the wurm takes 30 damage or more on a single turn from a creature inside it, the wurm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the wurm. If the wurm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
            <attack>Bite|12|5d6+7</attack>
        </action>
        <description>Wurms are huge creatures that resemble limbless, wingless dragons. They burrow through the earth and eat virtually anything they come across, and their movement accounts for much of the destruction in the rubblebelt regions of Ravnica. A wurm burrows through loose earth by using deep sonic vibrations to liquefy the earth in front of it and swim through the area. The soil resolidifies and closes behind it. Moving through rock is slower and more difficult, and the wurm leaves a tunnel in its wake. The Gruul Clans appreciate the devastation wurms can create, and the clans sometimes lure them into civilized areas where the destruction can be vast.
            Source: Guildmasters' Guide to Ravnica p. 225</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Lazav</name>
        <size>M</size>
        <type>monstrosity (shapechanger)</type>
        <alignment>Lawful Evil</alignment>
        <ac>18 (natural armor)</ac>
        <hp>204 (24d8+96)</hp>
        <speed>walk 40 ft.</speed>
        <str>16</str>
        <dex>24</dex>
        <con>18</con>
        <int>22</int>
        <wis>20</wis>
        <cha>22</cha>
        <save>Dex +13, Int +12, Wis +11, Cha +12</save>
        <skill>Deception +18, Insight +11, Perception +11, Stealth +19</skill>
        <passive>21</passive>
        <languages>Common, Thieves' cant</languages>
        <cr>17</cr>
        <resist>necrotic, psychic</resist>
        <immune>poison</immune>
        <vulnerable></vulnerable>
        <conditionImmune>charmed, frightened, poisoned</conditionImmune>
        <senses>darkvision 120 ft.</senses>
        <trait>
            <name>Elusive</name>
            <text>No attack roll has advantage against Lazav unless he is incapacitated.</text>
        </trait>
        <trait>
            <name>Legendary Resistance (3/Day)</name>
            <text>If Lazav fails a saving throw, he can choose to succeed instead.</text>
        </trait>
        <trait>
            <name>Shapechanger Savant</name>
            <text>Lazav can use a bonus action to polymorph into a Small or Medium humanoid he has seen. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed.</text>
        </trait>
        <trait>
            <name>Psychic Defenses</name>
            <text>Unless Lazav is incapacitated, he is immune to magic that allows other creatures to read his thoughts, determine whether he is lying, know his alignment, or know his creature type. Creatures can telepathically communicate with Lazav only if he allows it.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>Lazav makes three shortsword attacks.</text>
        </action>
        <action>
            <name>Shortsword</name>
            <text>Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 10 (1d6 + 7) piercing damage plus 10 (3d6) psychic damage, and the target has disadvantage on the next attack roll it makes before Lazav's next turn.</text>
            <attack>Shortsword|13|1d6+7</attack>
        </action>
        <legendary>
            <text>Lazav can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Lazav regains spent legendary actions at the start of its turn.</text>
        </legendary>
        <legendary>
            <name>Attack</name>
            <text>Lazav makes a weapon attack.</text>
        </legendary>
        <legendary>
            <name>Cast a Spell (Costs 2 Actions)</name>
            <text>Lazav casts one of his innate spells.</text>
        </legendary>
        <legendary>
            <name>Shifting Nightmare (Costs 3 Actions)</name>
            <text>Lazav rapidly takes the form of several nightmarish creatures, lashing out at all nearby. Each creature within 10 feet of Lazav must succeed on a DC 21 Dexterity saving throw or take 18 (4d8) damage of a type chosen by Lazav: acid, cold, fire, lightning, or necrotic.</text>
        </legendary>
        <trait>
            <name>Innate Spellcasting</name>
            <text>Lazav's innate spellcasting ability is Intelligence (spell save DC 20). He can innately cast the following spells, requiring no material components:</text>
            <text>At will: detect thoughts, encode thoughts (see chapter 2), freedom of movement, vicious mockery (4d4 psychic damage)</text>
            <text>3/day each: blur, confusion, mirror image</text>
            <text>1/day each: modify memory, Rary's telepathic bond</text>
        </trait>
        <spells>detect thoughts, encode thoughts, freedom of movement, vicious mockery, blur, confusion, mirror image, modify memory, Rary's telepathic bond</spells>
        <description>Lazav is uniquely qualified to be the Dimir guildmaster: he is a shapechanger whose mysterious genius is informed by agents from the entire Dimir network. He takes on a tremendous variety of guises as his needs and plans require. He might step out into the Ravnican streets as an elderly widow to eavesdrop at the bazaar, become a vedalken hussar of the Azorius Senate to sidestep a checkpoint, or transform into a Tin Street merchant to deceive a passing noble. His true form might be that of a doppelganger or some other creature; no one has ever seen it.
            Source: Guildmasters' Guide to Ravnica p. 232</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Anarch</name>
        <size>M</size>
        <type>humanoid (any race)</type>
        <alignment>Chaotic Neutral</alignment>
        <ac>13 (hide armor)</ac>
        <hp>11 (2d8+2)</hp>
        <speed>walk 30 ft.</speed>
        <str>14</str>
        <dex>13</dex>
        <con>12</con>
        <int>9</int>
        <wis>11</wis>
        <cha>10</cha>
        <save></save>
        <skill>Perception +2, Survival +2</skill>
        <passive>12</passive>
        <languages>any one language (usually Common)</languages>
        <cr>1/4</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Aggressive</name>
            <text>As a bonus action, the anarch can move up to its speed toward a hostile creature it can see.</text>
        </trait>
        <trait>
            <name>Siege Monster</name>
            <text>The anarch deals double damage to objects and structures.</text>
        </trait>
        <action>
            <name>Spiked Club</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage, or 7 (1d10 + 2) piercing damage if used with two hands.</text>
            <attack>Spiked Club|4|1d8+2</attack>
        </action>
        <description>The rank-and-file members of the Gruul Clans, called anarchs, despise civilization and have sworn to tear down both its physical structures and its institutions. Anarchs scavenge everything, from the hide armor they wear to the weapons they wield. As they pick through the refuse of the rubblebelts, they sometimes come across magic items and other valuable treasures.
            Source: Guildmasters' Guide to Ravnica p. 239</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Blood Drinker Vampire</name>
        <size>M</size>
        <type>undead</type>
        <alignment>Lawful Evil</alignment>
        <ac>16 (natural armor)</ac>
        <hp>90 (12d8+36)</hp>
        <speed>walk 40 ft., fly 40 ft.</speed>
        <str>16</str>
        <dex>18</dex>
        <con>17</con>
        <int>16</int>
        <wis>13</wis>
        <cha>19</cha>
        <save>Dex +7, Con +6, Wis +4</save>
        <skill>Intimidation +7, Perception +4, Stealth +7</skill>
        <passive>14</passive>
        <languages>the languages it knew in life</languages>
        <cr>8</cr>
        <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <action>
            <name>Multiattack</name>
            <text>The vampire makes three melee attacks, only one of which can be a bite attack.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. If the target is humanoid, it must succeed on a DC 15 Charisma saving throw or be charmed by the vampire for 1 minute. While charmed in this way, the target is infatuated with the vampire. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.</text>
            <attack>Bite|7|1d6+4</attack>
        </action>
        <action>
            <name>Rapier</name>
            <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage.</text>
            <attack>Rapier|7|1d8+4</attack>
        </action>
        <action>
            <name>Unarmed Strike</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage. The vampire can also grapple the target (escape DC 14) if it is a creature and the vampire has a hand free.</text>
            <attack>Unarmed Strike|6|1d8+3</attack>
        </action>
        <reaction>
            <name>Parry</name>
            <text>The vampire adds 3 to its AC against one melee attack that would hit it. To do so, the vampire must see the attacker and be wielding a melee weapon.</text>
        </reaction>
        <description>Orzhov Vampires
            Vampires thrive in the Orzhov Syndicate, where they can collect tithes and payments from their debtors in the form of blood. Their undead nature gives them the same immortality enjoyed by the oligarch spirits, but they remain capable of experiencing all the delights of their corporeal forms. In contrast to Orzhov spirits, they also retain their personalities, which are almost uniformly cruel.
            Blood Bond
            Consuming a creature's blood creates a sort of empathic bond that allows the blood drinker vampire to exert some magical influence over its victim.
            Vampires:
            Creatures of the night, vampires are ageless undead beings who subsist on the blood of the living. They are fierce predators who mask their ravenous thirst behind a facade of sophistication and sensuality. Those who sip blood from golden chalices are no less voracious than those who tear out their victims' throats with their fangs; they just hide it better.
            The vampires of Ravnica differ from those in the Monster Manual in important ways. They lack the traits and abilities that those other vampires boast, but also lack the weaknesses that hinder such vampires. What they have in common is an unquenchable thirst for the blood that sustains their undead existence.
            Source: Guildmasters' Guide to Ravnica p. 223</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Devkarin Lich</name>
        <size>M</size>
        <type>undead</type>
        <alignment>Lawful Evil</alignment>
        <ac>14 (natural armor)</ac>
        <hp>97 (15d8+30)</hp>
        <speed>walk 30 ft.</speed>
        <str>11</str>
        <dex>16</dex>
        <con>14</con>
        <int>19</int>
        <wis>16</wis>
        <cha>15</cha>
        <save>Con +7, Int +9, Wis +8</save>
        <skill>Arcana +14, Insight +8, Perception +8</skill>
        <passive>18</passive>
        <languages>Common, Elvish, Kraul</languages>
        <cr>14</cr>
        <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
        <immune>poison</immune>
        <vulnerable></vulnerable>
        <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
        <senses>truesight 120 ft.</senses>
        <trait>
            <name>Legendary Resistance (3/Day)</name>
            <text>If the lich fails a saving throw, it can choose to succeed instead.</text>
        </trait>
        <trait>
            <name>Regeneration</name>
            <text>The lich regains 10 hit points at the start of its turn. If the lich takes fire or radiant damage, this trait doesn't function at the start of the lich's next turn. The lich dies only if it starts its turn with 0 hit points and doesn't regenerate.</text>
        </trait>
        <trait>
            <name>Turn Resistance</name>
            <text>The lich has advantage on saving throws against any effect that turns undead.</text>
        </trait>
        <trait>
            <name>Undead Fortitude</name>
            <text>If damage reduces the lich to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the lich drops to 1 hit point instead.</text>
        </trait>
        <action>
            <name>Noxious Touch</name>
            <text>Melee Spell Attack: +9 to hit, reach 5 ft., one creature. 14 (4d6) poison damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
            <attack>Noxious Touch|9|4d6</attack>
        </action>
        <legendary>
            <text>The undead can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn.</text>
        </legendary>
        <legendary>
            <name>Cantrip</name>
            <text>The lich casts one of its cantrips.</text>
        </legendary>
        <legendary>
            <name>Noxious Touch (Costs 2 Actions)</name>
            <text>The lich uses Noxious Touch.</text>
        </legendary>
        <legendary>
            <name>Disrupt Life (Costs 3 Actions)</name>
            <text>Each creature within 30 feet of the lich must make a DC 17 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.</text>
        </legendary>
        <trait>
            <name>Spellcasting</name>
            <text>The lich is a 14th-level Golgari spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The lich has the following wizard spells prepared:</text>
            <text>Cantrips (at will): acid splash, chill touch, mage hand, poison spray, prestidigitation</text>
            <text>• 1st level (4 slots): chromatic orb, magic missile, ray of sickness</text>
            <text>• 2nd level (3 slots): Melf's acid arrow, ray of enfeeblement, spider climb, web</text>
            <text>• 3rd level (3 slots): animate dead, bestow curse, fear, vampiric touch</text>
            <text>• 4th level (3 slots): blight, Evard's black tentacles</text>
            <text>• 5th level (2 slots): cloudkill, insect plague</text>
            <text>• 6th level (1 slots): circle of death, create undead</text>
            <text>• 7th level (1 slots): finger of death</text>
        </trait>
        <slots>4, 3, 3, 3, 2, 1, 1</slots>
        <spells>acid splash, chill touch, mage hand, poison spray, prestidigitation, chromatic orb, magic missile, ray of sickness, Melf's acid arrow, ray of enfeeblement, spider climb, web, animate dead, bestow curse, fear, vampiric touch, blight, Evard's black tentacles, cloudkill, insect plague, circle of death, create undead, finger of death</spells>
        <description>Undead Nature
            The lich doesn't require air, food, drink, or sleep.
            Source: Guildmasters' Guide to Ravnica p. 198</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Gloamwing</name>
        <size>L</size>
        <type>undead</type>
        <alignment>Lawful Evil</alignment>
        <ac>16 (natural armor)</ac>
        <hp>136 (16d10+48)</hp>
        <speed>walk 30 ft., fly 60 ft.</speed>
        <str>20</str>
        <dex>16</dex>
        <con>17</con>
        <int>2</int>
        <wis>11</wis>
        <cha>6</cha>
        <save>Str +8, Dex +6</save>
        <skill>Perception +3, Stealth +6</skill>
        <passive>13</passive>
        <languages>understands Common</languages>
        <cr>8</cr>
        <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
        <immune>poison</immune>
        <vulnerable></vulnerable>
        <conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
        <senses>darkvision 120 ft.</senses>
        <trait>
            <name>Death Link</name>
            <text>If its specter rider is reduced to 0 hit points, the gloamwing is destroyed.</text>
        </trait>
        <trait>
            <name>Flyby</name>
            <text>The gloamwing doesn't provoke an opportunity attack when it flies out of an enemy's reach.</text>
        </trait>
        <trait>
            <name>Sunlight Sensitivity</name>
            <text>While in sunlight, the gloamwing has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The gloamwing makes two attacks: one with its bite and one with its claws.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 18 (3d8 + 5) piercing damage.</text>
            <attack>Bite|8|3d8+5</attack>
        </action>
        <action>
            <name>Claws</name>
            <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 15 (3d6 + 5) slashing damage.</text>
            <attack>Claws|8|3d6+5</attack>
        </action>
        <description>A gloamwing's head is almost ratlike, with prominent teeth, and its leathery skin is stretched tight over its skull, where its eyes are empty sockets. Its body is mottled with bony plates, and great wings stretch from its shoulders.
            Source: Guildmasters' Guide to Ravnica p. 215</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Indentured Spirit</name>
        <size>M</size>
        <type>undead</type>
        <alignment>Any alignment</alignment>
        <ac>11</ac>
        <hp>13 (3d8)</hp>
        <speed>walk 0 ft., fly 40 ft.</speed>
        <str>7</str>
        <dex>13</dex>
        <con>10</con>
        <int>10</int>
        <wis>12</wis>
        <cha>11</cha>
        <save></save>
        <skill></skill>
        <passive>11</passive>
        <languages>the languages it knew in life</languages>
        <cr>1</cr>
        <resist>acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
        <immune>cold, necrotic, poison</immune>
        <vulnerable></vulnerable>
        <conditionImmune>charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
        <senses></senses>
        <trait>
            <name>Incorporeal Movement</name>
            <text>The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
        </trait>
        <action>
            <name>Withering Touch</name>
            <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 10 (3d6) necrotic damage.</text>
            <attack>Withering Touch|3|3d6</attack>
        </action>
        <description>Those who die with unpaid debts to the Orzhov Syndicate don't get a reprieve. Instead, their spirits serve the syndicate until they have worked off their obligation. Sometimes that means existing as an indentured spirit for years or even millennia.
            An indentured spirit is an incorporeal being draped in ghostly black robes and a hood that hides whatever face it might have. Chains are hung around its chest and arms as a perpetual marker of its servitude.
            Source: Guildmasters' Guide to Ravnica p. 206</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Jarad Vod Savo</name>
        <size>M</size>
        <type>undead</type>
        <alignment>Lawful Evil</alignment>
        <ac>17 (natural armor)</ac>
        <hp>180 (24d8+72)</hp>
        <speed>walk 30 ft.</speed>
        <str>14</str>
        <dex>16</dex>
        <con>16</con>
        <int>20</int>
        <wis>16</wis>
        <cha>15</cha>
        <save>Con +10, Int +12, Wis +10</save>
        <skill>Arcana +12, Insight +10, Perception +10</skill>
        <passive>20</passive>
        <languages>Common, Elvish, Kraul</languages>
        <cr>22</cr>
        <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
        <immune>poison</immune>
        <vulnerable></vulnerable>
        <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
        <senses>darkvision 120 ft.</senses>
        <trait>
            <name>Legendary Resistance (3/Day)</name>
            <text>If Jarad fails a saving throw, he can choose to succeed instead.</text>
        </trait>
        <trait>
            <name>Magic Resistance</name>
            <text>Jarad has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <trait>
            <name>Regeneration</name>
            <text>Jarad regains 25 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. He dies only if he starts its turn with 0 hit points and doesn't regenerate.</text>
        </trait>
        <trait>
            <name>Spore Infusion</name>
            <text>Jarad is surrounded by a cloud of spores. As a bonus action, he can cause the spores to deal 11 (2d10) poison damage to a creature he can see within 10 feet of him.</text>
        </trait>
        <trait>
            <name>Turn Resistance</name>
            <text>Jarad has advantage on saving throws against any effect that turns undead.</text>
        </trait>
        <trait>
            <name>Undead Fortitude</name>
            <text>If damage reduces Jarad to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, he drops to 1 hit point instead.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>Jarad makes two attacks: one with his Noxious Touch and one with his Staff of Svogthir. He can cast a spell with a casting time of 1 action in place of one of these attacks.</text>
        </action>
        <action>
            <name>Noxious Touch</name>
            <text>Melee Spell Attack: +12 to hit, reach 5 ft., one creature. 28 (8d6) poison damage, and the target must succeed on a DC 20 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
            <attack>Noxious Touch|12|8d6</attack>
        </action>
        <action>
            <name>Staff of Svogthir</name>
            <text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage plus 13 (3d8) poison damage and 13 (3d8) necrotic damage.</text>
            <attack>Staff of Svogthir|12|2d6+5</attack>
        </action>
        <legendary>
            <text>Jarad can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Jarad regains spent legendary actions at the start of its turn.</text>
        </legendary>
        <legendary>
            <name>Cantrip</name>
            <text>Jarad casts one of his cantrips.</text>
        </legendary>
        <legendary>
            <name>Noxious Touch (Costs 2 Actions)</name>
            <text>Jarad uses Noxious Touch.</text>
        </legendary>
        <legendary>
            <name>Disrupt Life (Costs 3 Actions)</name>
            <text>Each creature within 30 feet of Jarad must make a DC 20 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.</text>
        </legendary>
        <trait>
            <name>Spellcasting</name>
            <text>Jarad is a 14th-level Golgari spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Jarad has the following wizard spells prepared:</text>
            <text>Cantrips (at will): acid splash, chill touch, mage hand, poison spray, prestidigitation</text>
            <text>• 1st level (4 slots): entangle, ray of sickness, sleep</text>
            <text>• 2nd level (3 slots): Melf's acid arrow, ray of enfeeblement, spider climb, web</text>
            <text>• 3rd level (3 slots): animate dead, plant growth, vampiric touch</text>
            <text>• 4th level (3 slots): blight, giant insect, grasping vine</text>
            <text>• 5th level (2 slots): cloudkill, insect plague</text>
            <text>• 6th level (1 slots): circle of death, create undead</text>
            <text>• 7th level (1 slots): finger of death, forcecage</text>
        </trait>
        <slots>4, 3, 3, 3, 2, 1, 1</slots>
        <spells>acid splash, chill touch, mage hand, poison spray, prestidigitation, entangle, ray of sickness, sleep, Melf's acid arrow, ray of enfeeblement, spider climb, web, animate dead, plant growth, vampiric touch, blight, giant insect, grasping vine, cloudkill, insect plague, circle of death, create undead, finger of death, forcecage</spells>
        <description>Undead Nature
            Jarad doesn't require air, food, drink, or sleep.
            Source: Guildmasters' Guide to Ravnica p. 235</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Mind Drinker Vampire</name>
        <size>M</size>
        <type>undead</type>
        <alignment>Lawful Evil</alignment>
        <ac>14</ac>
        <hp>55 (10d8+10)</hp>
        <speed>walk 30 ft., fly 30 ft.</speed>
        <str>16</str>
        <dex>18</dex>
        <con>12</con>
        <int>19</int>
        <wis>13</wis>
        <cha>14</cha>
        <save>Dex +6, Int +6, Wis +3</save>
        <skill>Deception +4, Insight +3, Perception +3, Stealth +6</skill>
        <passive>13</passive>
        <languages>the languages it knew in life</languages>
        <cr>4</cr>
        <resist>necrotic</resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <trait>
            <name>Shadow Stealth</name>
            <text>While in dim light or darkness, the vampire can take the Hide action as a bonus action.</text>
        </trait>
        <trait>
            <name>Sunlight Sensitivity</name>
            <text>While in sunlight, the vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The vampire makes two attacks, only one of which can be a bite attack.</text>
        </action>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.</text>
            <attack>Bite|6|1d6+4</attack>
        </action>
        <action>
            <name>Unarmed Strike</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) bludgeoning damage. The vampire can also grapple the target (escape DC 13) if it is a creature and the vampire has a hand free.</text>
            <attack>Unarmed Strike|6|1d8+4</attack>
        </action>
        <action>
            <name>Mind Siphon (Recharge 5-6)</name>
            <text>The vampire targets a creature it can see within 30 feet of it. The target must make a DC 14 Intelligence saving throw, with disadvantage if the vampire has previously consumed the target's blood. On a failed save, the target takes 28 (8d6) psychic damage, and the vampire discerns the target's surface emotions and thoughts. On a successful save, the target takes half as much damage, and the vampire discerns the target's general emotional state but not its thoughts.</text>
        </action>
        <trait>
            <name>Innate Spellcasting (Psionics)</name>
            <text>The vampire's innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no components:</text>
            <text>At will: message</text>
            <text>3/day each: charm person, hold person, mirror image, sleep</text>
            <text>1/day each: gaseous form, major image</text>
        </trait>
        <spells>message, charm person, hold person, mirror image, sleep, gaseous form, major image</spells>
        <description>Szadek's Heirs
            The founder of House Dimir, Szadek, was the first of the so-called mind drinkers. His secrets are passed on only to other members of his guild, and mind drinkers who leave House Dimir become enemies of the guild-the only exceptions to a rule that prohibits mind drinkers from feeding on others of their kind.
            Cell Leaders
            Thanks to their particular gifts, mind drinkers are often placed as leaders of small cells of covert Dimir operatives. They rarely trust their own agents, though, and often follow their cell members to make sure those members carry out missions as ordered. The most suspicious vampires might even siphon thoughts from their subordinates to detect any hint of betrayal.
            Vampires:
            Creatures of the night, vampires are ageless undead beings who subsist on the blood of the living. They are fierce predators who mask their ravenous thirst behind a facade of sophistication and sensuality. Those who sip blood from golden chalices are no less voracious than those who tear out their victims' throats with their fangs; they just hide it better.
            The vampires of Ravnica differ from those in the Monster Manual in important ways. They lack the traits and abilities that those other vampires boast, but also lack the weaknesses that hinder such vampires. What they have in common is an unquenchable thirst for the blood that sustains their undead existence.
            Source: Guildmasters' Guide to Ravnica p. 224</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Nightveil Specter</name>
        <size>M</size>
        <type>undead</type>
        <alignment>Lawful Evil</alignment>
        <ac>17 (natural armor)</ac>
        <hp>105 (14d8+42)</hp>
        <speed>walk 30 ft.</speed>
        <str>18</str>
        <dex>19</dex>
        <con>16</con>
        <int>6</int>
        <wis>17</wis>
        <cha>11</cha>
        <save>Dex +8, Wis +7</save>
        <skill>Insight +7, Perception +7, Stealth +8</skill>
        <passive>17</passive>
        <languages>understands Common but can't speak</languages>
        <cr>10</cr>
        <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
        <immune>poison</immune>
        <vulnerable></vulnerable>
        <conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
        <senses>darkvision 120 ft.</senses>
        <trait>
            <name>Mount</name>
            <text>If the specter isn't mounted, it can use a bonus action to magically teleport onto its gloamwing mount, provided the specter and the gloamwing are on the same plane of existence. When it teleports, the specter appears astride the gloamwing along with any equipment it is wearing or carrying. While mounted and not incapacitated, the specter can't be surprised, and both it and its mount gain advantage on Dexterity saving throws.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The specter makes two scythe attacks.</text>
        </action>
        <action>
            <name>Scythe</name>
            <text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 11 (2d6 + 4) slashing damage plus 13 (3d8) psychic damage.</text>
            <attack>Scythe|8|2d6+4</attack>
        </action>
        <action>
            <name>Mind Twist (Recharge 5-6)</name>
            <text>The specter magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Wisdom saving throw or take 22 (5d8) psychic damage and be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
        </action>
        <action>
            <name>Reap Memory (3/Day)</name>
            <text>The specter touches one incapacitated creature and chooses 1 hour from among the past 24. Unless the creature succeeds on a DC 15 Intelligence saving throw, the creature loses all memory of that hour. The creature regains the memory only if the specter dies within the next 24 hours.</text>
        </action>
        <description>Limited Sentience
            A Nightveil specter is created when the mind magic of House Dimir erases a person's identity, leaving a mind so broken it can no longer live. Thus, Nightveil specters have no memory of their previous lives, and they are just clever enough to follow their orders with some amount of creativity. They pursue their assigned tasks with fearless determination.
            Gloamwing Mount
            If a gloamwing is killed, its specter becomes fixated on destroying those responsible. If the specter survives, it can create a new gloamwing over the course of a month, during which time the specter is incapacitated.
            A gloamwing's head is almost ratlike, with prominent teeth, and its leathery skin is stretched tight over its skull, where its eyes are empty sockets. Its body is mottled with bony plates, and great wings stretch from its shoulders.
            Undead Nature
            A Nightveil specter and its gloamwing mount don't require air, food, drink, or sleep.
            Source: Guildmasters' Guide to Ravnica p. 215</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Obzedat Ghost</name>
        <size>M</size>
        <type>undead</type>
        <alignment>Lawful Evil</alignment>
        <ac>14 (natural armor)</ac>
        <hp>110 (20d8+20)</hp>
        <speed>walk 0 ft., fly 30 ft.</speed>
        <str>10</str>
        <dex>10</dex>
        <con>13</con>
        <int>18</int>
        <wis>20</wis>
        <cha>17</cha>
        <save>Int +7, Wis +8</save>
        <skill>Insight +8, Perception +8</skill>
        <passive>18</passive>
        <languages>Common</languages>
        <cr>8</cr>
        <resist>acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
        <immune>necrotic, poison</immune>
        <vulnerable></vulnerable>
        <conditionImmune>charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <trait>
            <name>Council of Five</name>
            <text>The ghost has a trait based on who it is, as shown below:</text>
            <text>• Enezesku: Enfeebling Ray.: Enezesku's Innate Spellcasting trait includes ray of enfeeblement, which he can cast at will.</text>
            <text>• Fautomni: Undead Fortitude.: If damage reduces Fautomni to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Fautomni drops to 1 hit point instead.</text>
            <text>• Karlov: Unnatural Vigor.: When Karlov regains hit points, he has advantage on attack rolls he makes on his next turn.</text>
            <text>• Vuliev: Teleportation.: Vuliev's Innate Spellcasting trait includes misty step, which he can cast at will.</text>
            <text>• Xil Xaxosz: Lingering Spite.: When Xil Xaxosz is reduced to 0 hit points, his incorporeal form explodes in a burst of necrotic energy. Each creature within 5 feet of him must make a DC 16 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.</text>
        </trait>
        <trait>
            <name>Ethereal Sight</name>
            <text>The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.</text>
        </trait>
        <trait>
            <name>Incorporeal Movement</name>
            <text>The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
        </trait>
        <trait>
            <name>Legendary Resistance (1/Day)</name>
            <text>If the ghost fails a saving throw, it can choose to succeed instead.</text>
        </trait>
        <action>
            <name>Life Drain</name>
            <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 18 (4d8) necrotic damage, and the ghost regains hit points equal to half the amount of damage the target takes. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. The target dies if its hit point maximum is reduced to 0. This reduction to the target's hit point maximum lasts until the target finishes a long rest.</text>
            <attack>Life Drain|8|4d8</attack>
        </action>
        <action>
            <name>Convene the Ghost Council</name>
            <text>The ghost summons the other four members of the Obzedat. At the start of the ghost's next turn, the other members appear in unoccupied spaces within 30 feet of the summoner. The ghosts each roll initiative when they appear.</text>
        </action>
        <legendary>
            <text>If five Obzedat ghosts are all within 30 feet of each other, they can collectively take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Obzedat ghosts regain spent legendary actions at the start of the turn of the ghost with the highest initiative.</text>
        </legendary>
        <legendary>
            <name>Forced Obedience</name>
            <text>A target that all of the Obzedat ghosts can see must succeed on a DC 16 Wisdom saving throw or bow until the end of its next turn. Until this bow ends, the target can't take actions or reactions, and its speed is 0 and can't be increased.</text>
        </legendary>
        <legendary>
            <name>Indentured Spirits (Costs 3 Actions)</name>
            <text>The Obzedat ghosts conjure 1d6} {@creature indentured spirit (described in this chapter) within 60 feet of one of them.</text>
        </legendary>
        <trait>
            <name>Innate Spellcasting</name>
            <text>The ghost's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:</text>
            <text>At will: chill touch (at 5th level, and the ghost regains hit points equal to half the amount of damage the target takes)</text>
            <text>1/day each: sanctuary, spirit guardians (at 4th level)</text>
        </trait>
        <spells>chill touch, sanctuary, spirit guardians</spells>
        <description>Mostly Unanimous
            The ghosts of the Obzedat function as a unit, driven by their shared desire to accumulate ever more wealth for the guild. In times of disagreement, the eldest of the council exerts his seniority to bend the council to his will.
            Grandfather Karlov
            The head of the council, who gives final approval to its decisions and breaks ties within the group, is Karlov, known as Grandfather. In life, Karlov was the greediest of Orzhov oligarchs, and his many centuries as a spirit have not diminished his hunger for more wealth.
            Undead Nature
            An Obzedat ghost doesn't require air, food, drink, or sleep.
            The Ghost Council's Traits
            Ideal: "Influence is measured in power, status, and money, but mostly money."
            Bond: "Gather as much as you can while you can, for when you die, you will take it with you."
            Flaw: "Everyone has a price."
            Source: Guildmasters' Guide to Ravnica p. 245</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Simic Merfolk</name>
        <size>M</size>
        <type>humanoid (merfolk)</type>
        <alignment>Neutral</alignment>
        <ac>11</ac>
        <hp>11 (2d8+2)</hp>
        <speed>walk 10 ft., swim 40 ft.</speed>
        <str>10</str>
        <dex>13</dex>
        <con>12</con>
        <int>11</int>
        <wis>11</wis>
        <cha>12</cha>
        <save></save>
        <skill>Perception +2</skill>
        <passive>12</passive>
        <languages>Aquan, Common</languages>
        <cr>1/8</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Amphibious</name>
            <text>The merfolk can breathe air and water.</text>
        </trait>
        <action>
            <name>Spear</name>
            <text>Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.</text>
            <attack>Spear|2|1d6</attack>
        </action>
        <description>Source: Guildmasters' Guide to Ravnica p. 187</description>
        <environment>underwater, coastal</environment>
    </monster>
    <monster>
        <name>Sphinx of Judgment</name>
        <size>L</size>
        <type>monstrosity</type>
        <alignment>Lawful Neutral</alignment>
        <ac>17 (natural armor)</ac>
        <hp>136 (16d10+48)</hp>
        <speed>walk 40 ft., fly 60 ft.</speed>
        <str>18</str>
        <dex>15</dex>
        <con>16</con>
        <int>18</int>
        <wis>18</wis>
        <cha>18</cha>
        <save></save>
        <skill>Arcana +12, History +12, Perception +8, Religion +8</skill>
        <passive>18</passive>
        <languages>Common, Sphinx</languages>
        <cr>11</cr>
        <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
        <immune>psychic</immune>
        <vulnerable></vulnerable>
        <conditionImmune>charmed, frightened</conditionImmune>
        <senses>truesight 120 ft.</senses>
        <trait>
            <name>Inscrutable</name>
            <text>The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.</text>
        </trait>
        <trait>
            <name>Magic Weapons</name>
            <text>The sphinx's weapon attacks are magical.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The sphinx makes two claw attacks.</text>
        </action>
        <action>
            <name>Claw</name>
            <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage.</text>
            <attack>Claw|8|2d8+4</attack>
        </action>
        <legendary>
            <text>The monstrosity can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary actions at the start of its turn.</text>
        </legendary>
        <legendary>
            <name>Claw Attack</name>
            <text>The sphinx makes one claw attack.</text>
        </legendary>
        <legendary>
            <name>Teleport (Costs 2 Actions)</name>
            <text>The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.</text>
        </legendary>
        <legendary>
            <name>Cast a Spell (Costs 3 Actions)</name>
            <text>The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.</text>
        </legendary>
        <legendary>
            <name>Lair Actions</name>
            <text>On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can't use an effect again until it finishes a short or long rest:</text>
            <text>• The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.</text>
            <text>• The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger (the sphinx's choice), but never any younger than 1 year old. A greater restoration spell can restore a creature's age to normal.</text>
            <text>• The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx's choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time.</text>
            <text>• The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can't use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it.</text>
        </legendary>
        <trait>
            <name>Spellcasting</name>
            <text>The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:</text>
            <text>Cantrips (at will): mage hand, minor illusion, prestidigitation</text>
            <text>• 1st level (4 slots): detect magic, identify, shield</text>
            <text>• 2nd level (3 slots): darkness, locate object, suggestion</text>
            <text>• 3rd level (3 slots): dispel magic, remove curse, tongues</text>
            <text>• 4th level (3 slots): banishment, greater invisibility</text>
            <text>• 5th level (1 slots): legend lore</text>
        </trait>
        <slots>4, 3, 3, 3, 1</slots>
        <spells>mage hand, minor illusion, prestidigitation, detect magic, identify, shield, darkness, locate object, suggestion, dispel magic, remove curse, tongues, banishment, greater invisibility, legend lore</spells>
        <description>Source: Guildmasters' Guide to Ravnica p. 183</description>
        <environment>desert</environment>
    </monster>
</compendium>
