From b61ea93d5ec9d72c84de6b495ac41b9b54efa321 Mon Sep 17 00:00:00 2001 From: Chris Jennewein Date: Wed, 22 Jan 2020 23:44:30 -0700 Subject: [PATCH] feature: Add new sources - Added monsters and spells from... -- Acquisitions Incorporated -- Eberron Rising From The Last War -- Guildmaster's Guide To Ravnica -- Mordenkainen's Fiendish Folio -- Hunt For The Thesselhydra -- Lost Laboratory Of Kwalish -- Infernal Machine Rebuild -- Locathah Rising -- Dragon Of Icespire Peak -- Sleeping Dragons Wake -- Storm Lord's Wrath -- Divine Contention - Fix README format --- Collections/Complete.xml | 21 + Collections/CoreOnly.xml | 17 + Collections/CorePlusUA-NoHomebrew.xml | 19 + FightClub5eXML/README.md | 7 +- .../Sources/AcquisitionsIncorporated.xml | 1406 +++++ FightClub5eXML/Sources/DivineContention.xml | 63 + .../Sources/DragonOfIcespirePeak.xml | 408 ++ .../Sources/EberronRisingFromTheLastWar.xml | 2755 ++++++++++ .../Sources/GuildmastersGuideToRavnica.xml | 4659 +++++++++++++++++ .../Sources/HuntForTheThesselhydra.xml | 121 + .../Sources/InfernalMachineRebuild.xml | 1349 +++++ FightClub5eXML/Sources/LocathahRising.xml | 394 ++ .../Sources/LostLaboratoryOfKwalish.xml | 378 ++ .../Sources/MordenkainensFiendishFolio.xml | 1055 ++++ .../Sources/SleepingDragonsWake.xml | 170 + FightClub5eXML/Sources/StormLordsWrath.xml | 128 + 16 files changed, 12948 insertions(+), 2 deletions(-) create mode 100644 FightClub5eXML/Sources/AcquisitionsIncorporated.xml create mode 100644 FightClub5eXML/Sources/DivineContention.xml create mode 100644 FightClub5eXML/Sources/DragonOfIcespirePeak.xml create mode 100644 FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml create mode 100644 FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml create mode 100644 FightClub5eXML/Sources/HuntForTheThesselhydra.xml create mode 100644 FightClub5eXML/Sources/InfernalMachineRebuild.xml create mode 100644 FightClub5eXML/Sources/LocathahRising.xml create mode 100644 FightClub5eXML/Sources/LostLaboratoryOfKwalish.xml create mode 100644 FightClub5eXML/Sources/MordenkainensFiendishFolio.xml create mode 100644 FightClub5eXML/Sources/SleepingDragonsWake.xml create mode 100644 FightClub5eXML/Sources/StormLordsWrath.xml diff --git a/Collections/Complete.xml b/Collections/Complete.xml index 3a8390d..fddf692 100644 --- a/Collections/Complete.xml +++ b/Collections/Complete.xml @@ -1,8 +1,29 @@ + + + + + + + + + + + + + + + + + + + + + diff --git a/Collections/CoreOnly.xml b/Collections/CoreOnly.xml index d1134cd..be9bd69 100644 --- a/Collections/CoreOnly.xml +++ b/Collections/CoreOnly.xml @@ -1,6 +1,23 @@ + + + + + + + + + + + + + + + + + diff --git a/Collections/CorePlusUA-NoHomebrew.xml b/Collections/CorePlusUA-NoHomebrew.xml index 9e75c64..2dd2955 100644 --- a/Collections/CorePlusUA-NoHomebrew.xml +++ b/Collections/CorePlusUA-NoHomebrew.xml @@ -1,7 +1,26 @@ + + + + + + + + + + + + + + + + + + + diff --git a/FightClub5eXML/README.md b/FightClub5eXML/README.md index f3590b2..5f2344f 100644 --- a/FightClub5eXML/README.md +++ b/FightClub5eXML/README.md @@ -17,16 +17,19 @@ Any questions hit me up on twitter [@dragonahcas](http://twitter.com/dragonahcas Import one of the Collection files into the Fight Club app. **CoreRulebooks**: Player's Handbook, Dungeon Master's Guide, and Monster Manual + **CoreOnly**: _CoreRulebooks_ plus Rulebook Supplements and Adventures + **CorePlusUA-NoHomebrew**: _CoreOnly_ plus Unearthed Arcana + **Complete**: _CorePlusUA-NoHomebrew_ plus homebrew content ## Additional Contributors -@kinkofer: for XML generation systems to allow github collections to be auto generated +`@kinkofer` for XML generation systems to allow github collections to be auto generated -@felix_mil_: for xml creation tools https://felixmil.shinyapps.io/compendiumbuildr/ +`@felix_mil_` for xml creation tools [https://felixmil.shinyapps.io/compendiumbuildr/](https://felixmil.shinyapps.io/compendiumbuildr/) ## Contribute diff --git a/FightClub5eXML/Sources/AcquisitionsIncorporated.xml b/FightClub5eXML/Sources/AcquisitionsIncorporated.xml new file mode 100644 index 0000000..1a16f87 --- /dev/null +++ b/FightClub5eXML/Sources/AcquisitionsIncorporated.xml @@ -0,0 +1,1406 @@ + + + + + Distort Value + 1 + I + NO + + Touch + V + 8 hours + Bard, Sorcerer, Wizard, Warlock + Acquisitions Incorporated p. 75 + Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered. + You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC. + At Higher Levels: + When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st. + Source: Acquisitions Incorporated p. 75 + + + + Fast Friends + 3 + EN + NO + + 30 feet + V + Concentration, up to 1 hour + Bard, Cleric, Wizard + Acquisitions Incorporated p. 75 + When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability. + You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends. + When the spell ends, the creature knows it was charmed by you. + At Higher Levels: + When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. + Source: Acquisitions Incorporated p. 75 + + + + Gift of Gab + 2 + EN + NO + + Self + V, S, R + Instantaneous + Bard, Wizard + Acquisitions Incorporated p. 76 + When I met Jim Darkmagic, I wondered how he got anything done in that outfit. I have since learned that most of his talents involve standing and talking. His outfit is perfect for that. + Jim Darkmagic is said to have invented this spell, originally calling it I said what?! Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We've all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened—by ensuring that no one knows it happened. + When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell. + Source: Acquisitions Incorporated p. 76 + + + + Incite Greed + 3 + EN + NO + + 30 feet + V, S, M (a gem worth at least 50 gp) + Concentration, up to 1 minute + Cleric, Wizard, Warlock + Acquisitions Incorporated p. 76 + When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present. + At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. + Source: Acquisitions Incorporated p. 76 + + + + Jim's Glowing Coin + 2 + EN + NO + + 60 feet + S, M (a coin), R + 1 minute + Wizard + Acquisitions Incorporated p. 76 + Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls. + Source: Acquisitions Incorporated p. 76 + + + + Jim's Magic Missile + 1 + EV + NO + + 120 feet + V, S, R + Instantaneous + Wizard + Acquisitions Incorporated p. 76 + Jim's magic missile is an ancient and powerful spell, as well as being the name of my band in Wizard Academy. + Any apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by Jim Darkmagic! + You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target. + If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you. + At Higher Levels: + When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalty component increases by 1 gp, for each slot level above 1st. + Source: Acquisitions Incorporated p. 76 + + + + Motivational Speech + 3 + EN + NO + + 60 feet + V + 1 hour + Bard, Cleric + Acquisitions Incorporated p. 77 + I once heard a motivational speech by Jim and it was the worst ninety seconds of my life. What does Omin see in him, anyway? + You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature. + At Higher Levels: + At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd. + Source: Acquisitions Incorporated p. 77 + + + + + + Chaos Quadrapod + L + aberration + Chaotic Evil + 14 (natural armor) + 52 (7d10 + 14) + walk 40 ft., climb 40 ft. + 18 + 13 + 15 + 6 + 10 + 4 + + Acrobatics +5, Perception +4 + 14 + + 4 + + + + + blindsight 120 ft. (blind beyond this radius) + Acquisitions Incorporated p. 209 + + Magic Resistance + The chaos quadrapod has advantage on saving throws against spells and other magical effects. + + + Multiattack + The chaos quadrapod makes up to two tentacle attacks. + + + Tentacle + Melee Weapon Attack: +6 to hit, reach 15 ft., one target. 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained. The chaos quadrapod can grapple no more than two targets at a time. + Tentacle|6|2d6 + 4 + + + Chaos Cloud (Recharges after a Short or Long Rest) + The chaos quadrapod shoots forth a knot of roiling ethereal light that explodes at a point it can see within 60 feet of it. Each creature in a 20-foot-radius sphere centered on that point must succeed on a DC 14 Charisma saving throw or be stunned until the end of its next turn. + + A cluster of four suckered tentacles with a pulsing mass of ethereal light as its central body, the chaos quadrapod is a creature of the Far Realm, and it channels the anarchic power of that plane as it destroys all in its path. The quadrapod ambulates by flinging its mucus-covered tentacles out and dragging itself along, creating a horrid slurping sound as it advances relentlessly toward its prey. + Source: Acquisitions Incorporated p. 209 + + + + Clockwork Dragon + M + construct + Neutral + 16 (natural armor) + 22 (4d8 + 4) + walk 30 ft., fly 60 ft. + 14 + 10 + 12 + 10 + 11 + 13 + + Acrobatics +2, Perception +4 + 14 + Common, Draconic + 1 + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned + blindsight 60 ft., darkvision 60 ft. + Acquisitions Incorporated p. 209 + + False Appearance + While the clockwork dragon remains motionless, it is indistinguishable from a metal statue. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage. + Bite|4|1d10 + 2 + + + Fire Breath (Recharge 5-6) + The clockwork dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. + + These intricately crafted constructs are typically made to reflect the forms of the metallic dragons. Plated in brass, bronze, copper, or faux gold and silver, they are often taken for fine draconic statues at first glance. A clockwork dragon makes a formidable guardian or defender, with its advanced intellect allowing it to be programmed with a wide range of orders, as well as being capable of wholly independent reactions to potential threats. + Though most clockwork dragons have a breath weapon that deals fire damage, some might be constructed to deal acid, cold, or lightning damage, depending on their makers' whims. + Source: Acquisitions Incorporated p. 209 + + + + Keg Robot + M + construct + Unaligned + 14 (natural armor) + 39 (6d8 + 12) + walk 30 ft. + 16 + 16 + 15 + 6 + 8 + 5 + + Perception +1 + 11 + understands Common but can't speak + 2 + bludgeoning, piercing, slashing from nonmagical attacks + poison, psychic + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + Acquisitions Incorporated p. 212 + + Customizable Storage + A keg robot can hold up to three types of liquid payload totaling 12 gallons within its hollow, barrel-shaped body. A full keg robot can make one liquid attack per gallon before the liquid must be refilled. Filling a keg robot takes 2 rounds per gallon. Differing payloads can alter the keg robot's attacks from those presented here. + + + Fist + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage. + Fist|5|1d8 + 3 + + + Acid Squirt + Ranged Weapon Attack: +5 to hit, range 20/40 ft., one target. 7 (1d8 + 3) acid damage. + Acid Squirt|5|1d8 + 3 + + + Beer Shower + The keg robot spews an unnaturally potent beer in a 15-foot cone or in a 30-foot line that is 5 feet wide. Each creature in the area must succeed on a DC 13 Constitution saving throw or be poisoned. While poisoned in this way, a creature has its speed halved by exposure to the potent brew. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Additionally, the beer shower extinguishes any fires or open flames in its area. + + + Hot Oil Spray (Recharge 5-6) + The keg robot sprays hot oil in a 15-foot cone or in a 30-foot line that is 5 feet wide. Each creature in the area must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 7 (1d8 + 3) fire damage and falls prone. On a successful save, a creature takes half as much damage and doesn't fall prone. + Any creature affected by the hot oil spray that takes fire damage before the oil dries (after 1 minute) takes an additional 3 (1d6) fire damage, and the oil burns away. + If the oil that remains in the area of the spray is lit, it burns for 1d4 rounds and deals 3 (1d6) fire damage to any creature that enters the area for the first time on a turn or ends its turn there. + + This beer is delicious. But did the spigot really have to be placed in that spot? + A keg robot is a stout wood-and-metal construct, vaguely reminiscent of a dwarf wearing a horned helm and possessing a barrel for a body. These constructs are another achievement of the Heuristic Arcane Research and Development (HARD) department of Acquisitions Incorporated. These devices have a number of practical purposes, including the ability to be filled with a variety of substances of use to an adventuring party. Specific models are nominally named for their primary function, including "ambulatory fermenter," "mobile alchemical dispensary," and so forth. But their prominent use as portable beer dispensers has placed the name "keg robot" firmly into public consciousness. + A keg robot can hold up to three different kinds of liquid in its body cavity, from water and other potables to alchemical substances and lamp oil. Its individual storage compartments can leak, providing drinkable liquids with a unique but mostly safe flavor. These constructs have a rudimentary intellect that allows them to operate independently and discern friend from foe-and which sometimes causes them to operate with a crass sense of humor that has never been fully explained. + Source: Acquisitions Incorporated p. 212 + + + + Splugoth the Returned + S + humanoid (goblinoid) + Neutral Evil + 15 (natural armor) + 27 (6d6 + 6) + walk 30 ft. + 10 + 14 + 12 + 14 + 11 + 10 + Int +4, Wis +2 + Stealth +6 + 10 + Common, Draconic, Elvish, Goblin + 2 + + + + + darkvision 60 ft. + Acquisitions Incorporated p. 213 + + Defensive Advantage + As long as two or more of Splugoth's allies are within 5 feet of him and are not incapacitated, attack rolls against him are made with disadvantage. + + + Nimble Escape + Splugoth can take the Disengage or Hide action as a bonus action on each of his turns. + + + Touch of Madness + Splugoth has advantage on saving throws against being charmed or frightened. + + + Multiattack + Splugoth makes two attacks with his dagger. + + + Dagger + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage. + Dagger|4|1d4 + 2 + + + Word From Beyond (1/day) + Splugoth remembers and repeats aloud a few words from a place he entered while walking back from the next world to this one. Each creature of his choice within 30 feet of him that can hear him must succeed on a DC 12 Wisdom saving throw or be stunned until the end of its next turn. + + + Absorb Attack + When a creature Splugoth can see hits him with a melee weapon attack, the weapon snags on a pocket of residual resurrectional energy and is caught fast. The attack is negated and the weapon cannot be used until the creature succeeds on a DC 12 Strength (Athletics) check as an action to pull it out of Splugoth. Natural weapons can have their attacks negated by this feature, but can then be retracted automatically at the end of the attacking creature's turn. + + I'm going to give you a piece of advice. Don't trust Acquisitions Incorporated. And never, ever, ever trust Omin Dran. Wait, that's two pieces of advice. You owe me. + Sometimes a goblin can't catch a break. First, you fall in with a cult that works for the release of a death god. Then you get taken prisoner by a group of sociopathic adventurers who end up letting you die after you save their sorry lives. One minute, you're a dead goblin named Splug. And then you're alive again, and it seems like a really good idea to play up the drama of resurrection with a cool new name-and a master plan for cold, cold revenge against those who betrayed you. + Every once in a while, the (accidentally) capricious and (totally unintentionally) self-centered nature of an Acquisitions Incorporated franchise might incur some collateral damage among followers, hirelings, and staff. When that happens, the collateral damage sometimes inspires some collateral damage of its own. No one is entirely sure how many times Splugoth the Returned has actually returned from the dead. But as the point goblin for the group known as the Six (see "Factions and Rivals" in chapter 3), he's made vengeance against Acq Inc and Omin Dran his life's work. And then the work of his next life. And the one after that. + Source: Acquisitions Incorporated p. 213 + + + + Ancient Deep Crow + H + monstrosity + Unaligned + 18 (natural armor) + 187 (15d12 + 90) + walk 20 ft., fly 80 ft. + 23 + 16 + 23 + 10 + 15 + 19 + Con +11, Wis +7 + Perception +7, Stealth +13 + 17 + Deep Crow + 15 + bludgeoning, piercing, slashing from nonmagical attacks + + + + blindsight 60 ft., darkvision 120 ft. + Acquisitions Incorporated p. 211 + + Magic Resistance + The ancient deep crow has advantage on saving throws against spells and other magical effects. + + + Shadow Stealth + While in dim light or darkness, the ancient deep crow can take the Hide action as a bonus action. + + + Multiattack + The ancient deep crow makes three attacks: one with its mandibles and two with its claws. + + + Mandibles + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the ancient deep crow can't use its mandibles on another target. + Mandibles|11|2d10 + 6 + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage. + Claw|11|2d6 + 6 + + + Shadow Caw + The ancient deep crow releases an ear-splitting caw. Each creature within 60 feet of the crow and able to hear it must make a DC 17 Constitution saving throw. On a failure, a creature takes 10 (3d6) psychic damage. + + + 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. + + + Detect + The deep crow makes a Wisdom (Perception) check. + + + Shadow Caw (Costs 2 Actions) + The ancient deep crow uses Shadow Caw. + + + Wing Attack (Costs 2 Actions) + The ancient deep crow beats its wings. Each creature within 10 feet of the deep crow must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The ancient deep crow can then fly up to half its flying speed. + + + Regional Effects + The region containing an ancient deep crow's lair is transformed by the creature's presence, which creates one or more of the following effects: + • Supernatural shadow turns all bright light to dim light in underground regions within 6 miles of the lair. + • Intermittent, echoing caws can be heard coming from all directions within 6 miles of the lair. + • Subterranean beasts within 1 mile of the ancient deep crow's lair serve as the creature's eyes and ears, alerting it to the presence of intruders and making it all but impossible to surprise the ancient deep crow. If the ancient deep crow dies, these effects fade immediately. + + So little is known of the deep crows that even less is known of their monstrous leviathan cousins, the ancient deep crows. Whether these gargantuan specimens are elder deep crows grown to great size or some higher form that holds lesser deep crows in thrall remains to be determined. Ideally by someone else. Seriously, stay away from these things. + Source: Acquisitions Incorporated p. 211 + + + + Deep Crow + L + monstrosity + Unaligned + 17 (natural armor) + 133 (14d10 + 56) + walk 20 ft., fly 80 ft. + 20 + 16 + 18 + 8 + 15 + 14 + Con +8, Wis +6 + Perception +6, Stealth +11 + 16 + Deep Crow + 9 + + + + + blindsight 30 ft., darkvision 120 ft. + Acquisitions Incorporated p. 210 + + Magic Resistance + The deep crow has advantage on saving throws against spells and other magical effects. + + + Shadow Stealth + While in dim light or darkness, the deep crow can take the Hide action as a bonus action. + + + Sunlight Sensitivity + While in sunlight, the deep crow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The deep crow makes three attacks: one with its mandibles and two with its claws. + + + Mandibles + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 16 (2d10 + 5) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the deep crow can't use its mandibles on another target. + Mandibles|9|2d10 + 5 + + + Claw + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage. + Claw|9|2d6 + 5 + + Terror from Above + The deep crow's most fearsome attack is the bite of its mandibles, which can seize and hold almost any creature. Their preferred attack is a snatch-and-grab that sees a deep crow flying off with a living victim before its companions have any chance of counterattack. Provided the doomed prey doesn't struggle, the deep crow takes it back to its lair to be devoured at leisure. Creatures that do struggle might be repeatedly dropped from a height to soften them up a bit. + Family Ties + Deep crows live alone for an unknown length of years, emerging from the lair only to hunt, to look for potential threats, and to mate. Mating is a once-in-a-lifetime urge that sees each deep crow involved in the pairing produce a cluster of four to eight eggs. Incubation lasts a year, followed by a year during which the fledgling deep crows stay close by their parent's side. The young then set out to establish lairs of their own. + Unknown and Inscrutable + The mindset of these intelligent yet alien creatures is a mystery, but some who have encountered them relate that they are quick to hold a grudge. For years. Of even greater importance, they can teach their chicks to harbor the same resentments, instilling a cross-generational hatred of chosen foes that can last for centuries. + A Deep Crow's Lair: + Deep crows and ancient deep crows roost in places both deep and warm, favoring sites with access to exposed lava. The spires of volcanic rock the creatures prize as roosts are common in such places, whose ambient warmth provides constant temperature regulation for the creature's eggs. + Source: Acquisitions Incorporated p. 210 + + + + Donaar Blit'zen + M + humanoid (dragonborn) + Chaotic Good + 18 (plate armor) + 45 (7d8 + 14) + walk 30 ft. + 17 + 8 + 14 + 10 + 10 + 16 + Wis +2, Cha +5 + History +2, Insight +2, Intimidation +5, Persuasion +5 + 10 + Common, Draconic, Orc + 3 + acid + + + + + Acquisitions Incorporated p. 201 + + Champion Challenge (Recharges after a Short or Long Rest) + As a bonus action, Donaar causes each creature of his choice that he can see within 30 feet of him to make a DC 13 Wisdom saving throw. On a failure, a creature can't willingly move more than 30 feet away from Donaar. This effect ends on the creature if Donaar is incapacitated or dies, or if the creature is moved more than 30 feet away from him. + + + Multiattack + Donaar makes two attacks with his greatsword or his whip. + + + Greatsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. Whenever Donaar rolls a 1 or 2 on a damage die, he can reroll the die and must use the new roll. + Greatsword|5|2d6 + 3 + + + Whip + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 5 (1d4 + 3) slashing damage. + Whip|5|1d4 + 3 + + + Acid Vomit + Donaar regurgitates acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. + + + Spellcasting + Donaar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He has the following paladin spells prepared: + • 1st level (4 slots): command, compelled duel, cure wounds, wrathful smite + • 2nd level (2 slots): aid, branding smite, lesser restoration, warding bond, zone of truth + + 4, 2 + command, compelled duel, cure wounds, wrathful smite, aid, branding smite, lesser restoration, warding bond, zone of truth + Everybody cooooool out! + The hulking dragonborn decisionist of the "C" Team, Donaar Blit'zen is an icon of brash confidence and warrior chill. He is known for his furious skill in battle, and for his propensity to fall asleep as soon as a fight is done (as well as countless other inopportune times). More immediately notable is the unique physical trait that all members of his clan bear-a stylish tail that is rare and often considered a deformity among dragonborn. + As with his tail, an odd quirk of heritage makes Donaar's acid breath more of a signature vomiting, giving rise to a driving paranoia that this regurgitation might damage his teeth. As testaments to his obsession with dental hygiene, Donaar named his greatsword Toothbrush and calls his whip Floss. He carries an actual toothbrush (named Percival) and actual floss at all times. + Those who know Donaar quickly come to recognize that the braggadocio that defines him involves a certain amount of artifice. When the young dragonborn left his clan and family to adventure in foreign climes, he realized that doing so provided the perfect opportunity to reinvent himself for folk who had no idea what he was once like. As such, Donaar has learned that no amount of bravado and compensation is too much-provided he leaves no openings for strangers to call him on it. By the same token, strangers quickly come to realize that reinforcing Donaar's self-congratulating sense of draconic entitlement makes it remarkably easy to win his favor. + Despite his easily massaged vanity, the dragonborn sometimes shows the occasional streak of selflessness. Most notably, Donaar serves in his off-hours as parttime godfather to a young dragonborn named Chronaar, who had inadvertently imprinted on Donaar as a parental figure while he watched over her while she was in her egg. + Source: Acquisitions Incorporated p. 201 + + + + Brahma Lutier + M + humanoid (elf) + Neutral + 12 + 33 (6d8 + 6) + walk 30 ft. + 12 + 15 + 12 + 11 + 13 + 16 + + Perception +3, Performance +5, Persuasion +5 + 13 + Common, Elvish + 2 + + + + + + Acquisitions Incorporated p. 205 + + Fey Ancestry + Brahma has advantage on saving throws against being charmed, and magic can't put her to sleep. + + + Taunt (2/Day) + Brahma can use a bonus action to target one creature she can see within 30 feet of her. If the target can hear Brahma, it must succeed on a DC 13 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Brahma's next turn. + + + War Lute + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + War Lute|4|1d6 + 2 + + + Song of Domination (3/day) + Brahma targets one creature that can see or hear her, which must succeed on a DC 13 Wisdom saving throw or be charmed by her for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. It has disadvantage on these saves if being charmed by Brahma is something the target openly or secretly desires. For 1 hour after the charm effect ends, the target has disadvantage on Intelligence, Wisdom, or Charisma checks made as part of a contest with Brahma. + + + Spellcasting + Brahma is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells prepared: + Cantrips (at will): mage hand, message, vicious mockery + • 1st level (4 slots): charm person, heroism, illusory script, sleep, unseen servant + • 2nd level (3 slots): cloud of daggers, invisibility + + 4, 3 + mage hand, message, vicious mockery, charm person, heroism, illusory script, sleep, unseen servant, cloud of daggers, invisibility + Formally a former member of the "B" Team, Brahma Lutier is a gifted cartographer, spy, and troubadour. Tutored in at least the latter of those vocations by Audra Courtier (wife of Propha Dran and co-owner of the Dran & Courtier inn of Red Larch), Brahma's specialty is a song of domination that is legendarily difficult to resist. + Her retirement is said to be connected to a falling out with husband Oak Truestrike, and Brahma has been operating as a solo agent for some time now. Known for a personality that is murderous and cheery in equal part, she utilizes an instrument of dragonborn design in combat. Known as a war lute, this unique item comes replete with hidden storage and powerful weaponry. + Source: Acquisitions Incorporated p. 205 + + + + K'thriss Drow'b + M + humanoid (elf) + Chaotic Neutral + 14 (studded leather armor) + 44 (8d8 + 8) + walk 30 ft. + 8 + 14 + 12 + 14 + 11 + 18 + Str +0, Dex +3, Con +2, Int +3, Wis +3, Cha +7 + Arcana +4, Insight +2, Investigation +4, Perception +2, Religion +4 + 12 + Celestial, Common, Elvish, Undercommon; can read all writing + 3 + + + + + darkvision 120 ft. + Acquisitions Incorporated p. 202 + + Special Equipment + K'thriss wears a robe of stars (accounted for in his statistics). The robe allows him to cast the following spells: 6/day: magic missile (7 missiles) + + + Awakened Mind + K'thriss can telepathically speak to any creature he can see within 30 feet of him, provided the creature can understand at least one language. + + + Fey Ancestry + K'thriss has advantage on saving throws against being charmed, and magic can't put him to sleep. Sunlight Sensitivity. While in sunlight, K'thriss has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + K'thriss makes two attacks with his sickle. Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage. + Multiattack|4|1d4 + 2 + + + Innate Spellcasting + K'thriss's innate spellcasting ability is Charisma (spell save DC 14). He can innately cast the following spells, requiring no material components: + At will: dancing lights, disguise self + 1/day each: darkness, faerie fire + + + Spellcasting + K'thriss is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest, and knows the following warlock spells: + Cantrips (at will): chill touch, eldritch blast, mending, prestidigitation, thorn whip, vicious mockery + • 3rd level (2 slots): dissonant whispers, fly, hex, misty step, sending, shatter + + 2 + dancing lights, disguise self, darkness, faerie fire, chill touch, eldritch blast, mending, prestidigitation, thorn whip, vicious mockery, dissonant whispers, fly, hex, misty step, sending, shatter + All things are divided into meat and mouths-but even a mouth is just meat. + The drow warlock K'thriss Drow'b cuts a dashing figure as the worldly representative of the Ur-a ravenous, inscrutable, and largely indifferent elder entity from beyond reality. Tapped into this dark power, the "C" Team's hoards person sees all existence as a puzzle to unlock, and he is obsessed by the essential lack of meaning and purpose in the structures of so-called "reality." Still, all things considered, he is most often polite and affable. Because after a long adventuring career, he understands that he can't afford to make more enemies. + Given his blue skin tone, rumors suggest that K'thriss is of mixed heritage, but no one knows for sure. As a young and doubting adherent of Lolth, he stumbled upon fragments of a relic known as the Black Altar, exposing him to their infinite truths and shocking the drow's hair jet-black. His matching "beard" is actually a slow-growing colony of inert spores that K'thriss believes makes him look distinguished. Possessed of alarming and asymmetric crystalline eyes, he often wears a blindfold to spare others his visage, seeing through the eyes of his familiar while he does. + Tentacles play a big part in K'thriss's spellcasting, whether wrenching him through the sky when he uses magic to fly, or manifesting in dark, suckered form when he casts spells such as thorn whip. And when enemies hear K'thriss whisper the deep truths of the Ur-typically something about how on a geologic time scale, everyone's desires are meaningless-they remember it. + K'thriss's familiar, Ligotti, is a semisapient remnant of a tentacle attack, spawned by the warlock's intercessor patron god. Though entirely alien to the material plane (and often appearing in the form of a staff), Ligotti uses the stat block of a poisonous snake with these changes: + It has an Intelligence score of 12 (+2). + It has telepathy out to a range of 30 feet. + Source: Acquisitions Incorporated p. 202 + + + + Môrgæn + M + humanoid (elf) + Chaotic Neutral + 16 (studded leather armor) + 66 (12d8 + 12) + walk 30 ft. + 12 + 18 + 12 + 12 + 14 + 10 + Str +3, Dex +6 + Athletics +3, Insight +4, Nature +3, Perception +4, Stealth +6, Survival +4 + 14 + Common, Draconic, Dwarvish, Giant, Goblin + 4 + + + + + darkvision 60 ft. + Acquisitions Incorporated p. 199 + + Fey Ancestry + Môrgæn has advantage on saving throws against being charmed, and magic can't put her to sleep. + + + Multiattack + Môrgæn makes three attacks with her scimitars or her longbow. + + + Scimitars + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage. + Scimitars|6|1d6 + 4 + + + Longbow + Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. 8 (1d8 + 4) piercing damage. + Longbow|6|1d8 + 4 + + + Innate Spellcasting + Môrgæn's spellcasting ability is Intelligence. She can innately cast the following spells, requiring no material components: + At will: mage hand + + + Spellcasting + Môrgæn is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following ranger spells prepared: + • 1st level (4 slots): alarm, animal friendship, hunter's mark + • 2nd level (3 slots): pass without trace, spike growth + • 3rd level (2 slots): conjure animals + + 4, 3, 2 + mage hand, alarm, animal friendship, hunter's mark, pass without trace, spike growth, conjure animals + If I had wanted to kill, I would have killed. + The ranger Môrgæn is a renowned tracker and hunter, able to pinpoint-target foes at any range, then vanish into the woods with no one the wiser. Her legendary ability with the longbow and the custom arrows she crafts instills fear into the hearts of her many enemies-and more than a few of her coworkers. Famously, she is the only member of Acquisitions Incorporated known to be paid in advance, lest a missed invoice lead to dire repercussions. + A child of the forest, Môrgæn defends the natural world with singular ferocity and an impressive rate of sustained fire. Her core philosophy is that one should shoot first and then ask no questions later. Because what's the point of asking questions when the person you've shot first is already dead? Still, when the situation calls for it, this protector of the woodlands is equally at home on missions of subterfuge and social interaction in the big city, provided her well-known love of ale, wine, and other intoxicants doesn't get the better of her. + Source: Acquisitions Incorporated p. 199 + + + + Oak Truestrike + M + humanoid (elf) + Neutral Good Neutral Evil + 15 (studded leather armor) + 32 (5d8 + 10) + walk 30 ft. + 13 + 16 + 14 + 10 + 13 + 11 + + Nature +3, Perception +3, Performance +2, Stealth +5, Survival +3 + 13 + Common + 2 + + + + + + Acquisitions Incorporated p. 205 + + Fey Ancestry + Oak has advantage on saving throws against being charmed, and magic can't put him to sleep. + + + Keen Hearing and Sight + Oak has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Multiattack + Oak makes three attacks with his hooked daggers or his hand crossbow. + + + Hooked Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage. + Hooked Dagger|5|1d4 + 3 + + + Hand Crossbow + Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. 6 (1d6 + 3) piercing damage. + Hand Crossbow|5|1d6 + 3 + + + Return the Favor (3/day) + When Oak takes damage from a melee weapon attack, he can make a hooked dagger attack. + + Oak Truestrike is the "B" Team's decisionist-and, depending on who you talk to, a reincarnated demigod. (It's a long story.) Those who know him acknowledge his confidence, his arrogance, and his odd ability to engage with others by somehow saying exactly what each listener wants to hear. Whether this is some subtle magical ability or simply grifter's charm, he makes good use of it either way. + Oak becomes a radically different person with each of his reincarnations, flipping between neutral good and neutral evil. His memories of past lives have been fractured by his many deaths, but he spends each new life accounting for the previous life in a karmic-ledger kind of way. His current incarnation embraces the good side. Mostly. Except for that occasional toxic bitterness. Oh, and the misanthropy. Actually, if you end up hating this guy, it's probably not your fault. + Source: Acquisitions Incorporated p. 205 + + + + Walnut Dankgrass + M + humanoid (elf) + Lawful Neutral + 14 (leather armor) + 52 (8d8 + 16) + walk 35 ft. + 8 + 16 + 14 + 10 + 18 + 10 + Int +2, Wis +6 + Athletics +1, Insight +6, Perception +6, Stealth +5, Survival +6 + 16 + Common, Druidic, Elvish, Sylvan + 3 + + + + + darkvision 60 ft. + Acquisitions Incorporated p. 204 + + Fey Ancestry + Walnut has advantage on saving throws against being charmed, and magic can't put her to sleep. + + + Mask of the Wild + Walnut can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. + + + Wild Shape (Recharges after a Short or Long rest) + As a bonus action, Walnut can assume the shape of a dire wolf. She can stay in this form for 3 hours or until she reverts to her normal form as a bonus action. She automatically reverts if she falls unconscious, drops to 0 hit points, or dies. + While transformed, Walnut's game statistics are replaced by the statistics of the dire wolf, except she retains her alignment, personality, and Intelligence, Wisdom, and Charisma scores. + Her attacks in beast form are magical. While in beast form, Walnut can use a bonus action to expend one spell slot and regain 1d8 hit points per level of the spell slot expended. + + + Multiattack + Walnut makes two attacks with Foremother or her longbow. + + + Foremother (+1 Scimitar) + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage. + Foremother (+1 Scimitar)|6|1d6 + 4 + + + Longbow + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 7 (1d8 + 3) piercing damage. + Longbow|5|1d8 + 3 + + + Spellcasting + Walnut is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following druid spells prepared: + Cantrips (at will): druidcraft, produce flame, thorn whip + • 1st level (4 slots): cure wounds, entangle, thunderwave + • 2nd level (3 slots): flame blade, moonbeam, pass without trace + • 3rd level (3 slots): call lightning, dispel magic, plant growth + • 4th level (1 slots): blight, freedom of movement + + 4, 3, 3, 1 + druidcraft, produce flame, thorn whip, cure wounds, entangle, thunderwave, flame blade, moonbeam, pass without trace, call lightning, dispel magic, plant growth, blight, freedom of movement + The war ever rages. + Growing up in an all-female clan of druids, healers, and rangers, Walnut Dankgrass was drawn to the role of protector from her earliest years. Dedicated to Mielikki, the matriarchal clan known as the Enclave Panax Anima defended the unspoiled wild by word and blade (with the latter option more prevalent by far). But when tragedy struck the enclave, Walnut's clan was destroyed to the last-leaving her with nothing but the all-consuming desire to seek out and destroy those responsible. + As a guardian of the wild, Walnut has long held an antipathy toward civilization and anything urban. However, understanding that civilization was the source of the evil that destroyed her people, she makes the city her home now. She embraces her role as the "C" Team's documancer, knowing that the city's power-and its weaknesses-can be fully gleaned only from within. + Walnut distrusts most folk she meets, except for those whose bearing reflects the matriarchal structure she was once part of. No matter what shape her struggles take, she knows instinctively that her beliefs are right and true-and that she will follow those beliefs to the bitter end. + Source: Acquisitions Incorporated p. 204 + + + + Auspicia Dran + M + humanoid (half-elf) + Neutral Good + 15 (chain shirt) + 52 (8d8 + 16) + walk 30 ft. + 16 + 14 + 14 + 15 + 12 + 10 + + Athletics +5, Perception +3 + 13 + Common, Elvish + 2 + + + + + + Acquisitions Incorporated p. 208 + + Multiattack + Auspicia makes two attacks. + + + Longsword + 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. + Longsword|5|1d8 + 3 + + + Light Crossbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 6 (1d8 + 2) piercing damage. + Light Crossbow|4|1d8 + 2 + + + Innate Spellcasting (Psionics) + Auspicia's innate spellcasting ability is Intelligence. She can innately cast the following spells, requiring no components: + At will: detect thoughts + 1/day each: augury + + detect thoughts, augury + The youngest sister of Omin Dran, the half-elf Auspicia Dran had her life torn apart as a child when she was seized by a mysterious creature called the Wandering Crypt. Having spent long years in a kind of dark dream within the crypt, she was saved in the end by her brother Omin's tireless efforts and the valor of his handpicked "C" Team. Now returned safely to the world-and with the false Auspicia of the crypt's creation slain-she focuses on trying to discover her own identity and to work through the ongoing complications arising from her ordeal. + When Auspicia emerged from the Wandering Crypt, she carried within her a growing level of psionic power. She can't help but read others' minds, but finds that wearing a diamond earring helps tamp that unwitting ability down. This magic has also left her connected to the crypt in a way she doesn't understand, even as it grants her occasional memories of others still trapped there and an awareness of faraway places. In combat, she manifests an instinctive knowledge of events before they happen, often making use of this ability to bring a fight to a standstill that encourages parley. But she has only just begun to explore her full precognitive potential. + Source: Acquisitions Incorporated p. 208 + + + + Omin Dran + M + humanoid (half-elf) + Lawful Neutral + 18 (plate armor) + 65 (10d8 + 20) + walk 30 ft. + 16 + 8 + 14 + 11 + 18 + 12 + Wis +7, Cha +4 + Deception +4, Insight +7, Intimidation +4, Medicine +7, Perception +7, Persuasion +4 + 17 + Common, Dwarvish, Elvish, Goblin + 5 + + + + + darkvision 60 ft. + Acquisitions Incorporated p. 196 + + Divine Strike + Once on each of his turns when he hits a creature with a weapon attack, Omin can cause the attack to deal an extra 4 (1d8) damage of the same type dealt by the weapon. + + + Fey Ancestry + Omin has advantage on saving throws against being charmed, and magic can't put him to sleep. + + + Multiattack + Omin makes two attacks with his maul. + + + Maul + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage. + Maul|6|2d6 + 3 + + + War God's Blessing (Recharges after a Short or Long Rest) + When a creature within 30 feet of Omin makes an attack roll, but before learning whether it hits or misses, Omin can grant the creature a +10 bonus to that roll. + + + Spellcasting + Omin is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). He has the following cleric spells prepared: + Cantrips (at will): guidance, sacred flame, spare the dying, thaumaturgy + • 1st level (4 slots): bless, command, divine favor, shield of faith + • 2nd level (3 slots): enhance ability, hold person, magic weapon, silence, spiritual weapon + • 3rd level (3 slots): beacon of hope, crusader's mantle, dispel magic, mass healing word, spirit guardians + • 4th level (3 slots): death ward, freedom of movement, locate creature, stoneskin + • 5th level (1 slots): dispel evil and good, flame strike, hold monster, greater restoration, legend lore + + 4, 3, 3, 3, 1 + guidance, sacred flame, spare the dying, thaumaturgy, bless, command, divine favor, shield of faith, enhance ability, hold person, magic weapon, silence, spiritual weapon, beacon of hope, crusader's mantle, dispel magic, mass healing word, spirit guardians, death ward, freedom of movement, locate creature, stoneskin, dispel evil and good, flame strike, hold monster, greater restoration, legend lore + My duty, first and foremost, is to my shareholders. And I am the only shareholder. + Ominifis Hereward Dran spent his formative years in the small waystop of Red Larch, where his mother, Prophetess, ran a popular inn and restaurant. In the brief periods of respite afforded by working the family business, Omin and his sisters, Auspicia and Portentia, were wont to wander the hills and trails around town, dreaming of adventure. But adventure of the wrong kind came calling for the trio one day, when an underground ruin they had often explored-actually a creature called the Wandering Crypt-took Auspicia from the world. + Omin Dran built the organization called Acquisitions Incorporated to facilitate and expand his quest to find his true sister, at least in part. For despite his unprecedented success in establishing the market for franchised adventuring across the Sword Coast and beyond, Omin's full measure eludes most people. He is known to be a worshiper of Tymora, ruthless in matters of business, feckless in matters of love, and hopeless in games of chance. Omin is also often accused of being one of the Masked Lords of Waterdeep, though this bit of fancy earns little more than a chuckle in response. And even if the rumor were true, Omin would never leverage such a position for greater financial gain and power. Because that would be wrong... + Source: Acquisitions Incorporated p. 196 + + + + Rosie Beestinger + S + humanoid (halfling) + Chaotic Good + 15 (Unarmored Defense) + 45 (10d6 + 10) + walk 40 ft. + 8 + 16 + 12 + 12 + 14 + 14 + Str +1, Dex +5 + Acrobatics +5, History +3, Intimidation +4, Stealth +5 + 12 + Common, Draconic, Elvish, Halfling + 3 + + + + + + Acquisitions Incorporated p. 203 + + Brave + Rosie has advantage on saving throws against being frightened. + + + Halfling Nimbleness + Rosie can move through the space of any creature that is of a size larger than hers. + + + Evasion + If Rosie is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. She can't use this trait if she's incapacitated. + + + Shadow Step + When Rosie is in dim light or darkness, she can use a bonus action to teleport 60 feet to an unoccupied space she can see that is also in dim light or darkness. She then has advantage on the first melee attack she makes before the end of the turn. + + + Multiattack + Rosie makes three attacks, then makes two unarmed strike attacks. + + + Staff of the Master (+1 Quarterstaff) + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands. + Staff of the Master (+1 Quarterstaff)|6|1d6 + 4 + + + Unarmed Strike + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage. Rosie's unarmed strikes are magical. + Unarmed Strike|5|1d6 + 3 + + + Deflect Missiles + In response to being hit by a ranged weapon attack, Rosie deflects the missile. The damage she takes from the attack is reduced by 1d10 + 9. If the damage is reduced to 0, she catches the missile if it's small enough to hold in one hand and she has a hand free. + + + Innate Spellcasting + Rosie's innate spellcasting ability is Wisdom (spell save DC 12). She can innately cast the following spells, requiring no material components: + At will: minor illusion, sacred flame, thaumaturgy + 1/day each: command, darkness, darkvision, pass without trace, silence + + minor illusion, sacred flame, thaumaturgy, command, darkness, darkvision, pass without trace, silence + Well, I have this jar of eyeballs... + Weighing in at just under 30 pounds and with a grandmotherly demeanor befitting her advanced age, Rosie Beestinger is easily mistaken for someone on the wrong side of the "aggressor/victim" relationship. But this is a mix-up that few people make more than once. Patient and studious, Rosie has schooled more than one malcontent with what the halfling refers to as "the sauce"-a whirlwind of kicks and punches to one or the other haunches that can inspire even the toughest half-orc to sprint toward anyplace Rosie isn't. As an increasing number of folk hear the tales of her prowess, the "C" Team cartographer's fame among her fellow halflings has become nothing short of legendary. Still, this adoration might be augmented by the sheer number of halflings related to Rosie. She has a daunting number of natural and adopted children, many of whom have followed their mother along the adventuring career track. + Rosie's goals have always been more complex than merely seeking after adventure. She has long sought for ultimate meaning in the stars, and to seek justification for her belief that her bonds to her expansive family are reflected in the endless movements and intricate patterns of the sky. However, the Beestinger clan has a less metaphysical reputation in the eyes of many people, as constantly swirling rumors attempt to connect the family to various and nefarious halfling criminal enter prises. Naturally, Rosie knows nothing about any of that. Sure, her nickname is "Grandmother Night," but that probably doesn't mean anything. + Source: Acquisitions Incorporated p. 203 + + + + Flabbergast + M + humanoid (human) + Lawful Neutral + 12, 15 (with mage armor) + 40 (9d8) + walk 30 ft. + 10 + 14 + 10 + 17 + 13 + 13 + Int +5, Wis +3 + Arcana +5, Persuasion +3, History +5, Perception +3 + 13 + Common, Draconic, Elvish, Gnomish + 4 + + + + + + Acquisitions Incorporated p. 200 + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|4|1d4 + 2 + + + Spellcasting + Flabbergast is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, distort value* + • 2nd level (3 slots): gift of gab*, suggestion + • 3rd level (3 slots): fast friends*, lightning bolt + • 4th level (3 slots): greater invisibility + • 5th level (1 slots): cone of cold + *New spell introduced in chapter 3 + + 4, 3, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, distort value, gift of gab, suggestion, fast friends, lightning bolt, greater invisibility, cone of cold + Not much is known of the mysterious and aloof majordomo of Acquisitions Incorporated Head Office, the mage known as Flabbergast. It's said that he hails from Neverwinter, and that his wealthy family helped erect and carve the famous Dolphin Bridge in that city. Although he detests physical labor, Flabbergast is a bit of a bridge builder in his own way, always striving to bring people together and flexing his diplomatic muscles. A pacifist bureaucrat, he abhors violence, and rarely puts his magical prowess on display. + One thing that is known (though it's seldom spoken of) is that Flabbergast once worked for Dran Enterprises, and specifically for Portentia Dran. He carries a certain amount of guilt around being complicit in certain Dran Enterprises' dealings, and helped Acquisitions Incorporated on the side even before taking up an official role with the company. Though Head Office certainly trusts him, others might wonder where his true loyalties lie. + Flabbergast's familiar, Mister Snibbly, uses the cat stat block. + Source: Acquisitions Incorporated p. 200 + + + + Jim Darkmagic + M + humanoid (human) + Chaotic Neutral + 12, 15 (with mage armor) + 40 (9d8) + walk 30 ft. + 8 + 14 + 10 + 18 + 12 + 14 + Int +7, Wis +4 + Acrobatics +5, Animal handling +4, Arcana +7, History +7, Performance +5 + 11 + Common + 5 + + + + + + Acquisitions Incorporated p. 197 + + Special Equipment + Jim carries a wand of wonder. Benign Transportation (Recharges after Jim Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, Jim teleports up to 30 feet to a space he can see. The space must be unoccupied or occupied by a willing Small or Medium creature. If the latter, Jim and the willing creature both teleport, swapping places. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|5|1d4 + 2 + + + Minor Conjuration + Jim conjures an inanimate object, no larger than 3 feet on a side and no more than 10 pounds, in his hand or on the ground in an unoccupied space he can see within 10 feet of him. The object is visibly magical, radiating dim light out to 5 feet. It disappears if it takes any damage, after 1 hour, or when Jim uses this feature again. + + + Spellcasting + Jim is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following wizard spells prepared: + Cantrips (at will): fire bolt, friends, mage hand, minor illusion, prestidigitation + • 1st level (4 slots): disguise self, Jim's magic missile*, mage armor + • 2nd level (3 slots): invisibility, Jim's glowing coin* + • 3rd level (3 slots): incite greed*, fireball + • 4th level (3 slots): conjure minor elementals, polymorph + • 5th level (1 slots): mislead + *New spell introduced in chapter 3 + + 4, 3, 3, 3, 1 + fire bolt, friends, mage hand, minor illusion, prestidigitation, disguise self, Jim's magic missile, mage armor, invisibility, Jim's glowing coin, incite greed, fireball, conjure minor elementals, polymorph, mislead + Have a magical day! + James Winifred Darkmagic III is the scion of a mysterious, multiplanar wizarding family. Jim's arcane pedigree has long preceded him, incorporating equally healthy amounts of magical training and innate eldritch prowess. However, despite a natural talent that could have allowed him to make a name for himself as a court wizard, or perhaps "that strange old man in the village," Jim's original penchant was not for the magic of scroll or spell, but for the stage. + As an entertainer and purveyor of the "Jim Darkmagic Experience," the legendary mage can often be found in markets and town squares, performing feats of mundane legerdemain. The renown he has earned for these feats is nearly equaled by the reputation that follows him as chief arcanist (and occasional arsonist) for Acquisitions Incorporated. And although his skills as an adventurer and real wizard remain highly sought after, Jim looks forward to a well-earned retirement, at which point he hopes to become a "real wizard"-by which he means a fake wizard-full time. + Source: Acquisitions Incorporated p. 197 + + + + Pendragon Beestinger + M + humanoid (human) + Neutral Evil + 12, 15 (with mage armor) + 27 (5d8 + 5) + walk 30 ft. + 10 + 14 + 12 + 17 + 10 + 11 + + Arcana +5, Investigation +5, Performance +2 + 10 + Common, Draconic, Elvish, Halfling + 2 + + + + + + Acquisitions Incorporated p. 206 + + Echo Spell (1/day) + Pendragon can cast the spell he cast on his last turn, whose casting time becomes 1 bonus action. This bonus casting uses a spell slot as normal. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|4|1d6 + 2 + + + Spellcasting + Pendragon is a 4th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared: + Cantrips (at will): acid splash, light, mage hand, poison spray, shocking grasp + • 1st level (4 slots): detect magic, mage armor, magic missile, sleep + • 2nd level (3 slots): blindness/deafness, cloud of daggers, scorching ray + + 4, 3 + acid splash, light, mage hand, poison spray, shocking grasp, detect magic, mage armor, magic missile, sleep, blindness/deafness, cloud of daggers, scorching ray + Able arcanist Pendragon Beestinger took over as "B" Team cartographer after Brahma Lutier left the group. In fact, his first assignment was to assist in the team's attempts to apprehend the wandering bard. An adopted child of the "C" Team's Rosie Beestinger, Pendragon is his mother's foil in almost every way-including his goal of wanting to mainstream some of the family's rumored criminal interests. Pendragon has, in fact, attempted to kill his mother-and been killed himself in the process. Despite his having been resurrected at Rosie's request, things remain cool between the two. + Pendragon was kicked out of wizarding school as a result of the dark rumors following the Beestinger clan. Now a self-taught mage, he specializes in making use of the dangerous spells and weird trinkets he often comes across in his role as a kind of arcane archaeologist. Seeking out the family feeling that an adventuring group provides keeps him in the "B" Team, even if that unfortunately comes with Oak Truestrike as a kind of father figure. + Source: Acquisitions Incorporated p. 206 + + + + Phoenix Anvil + M + humanoid (human) + Lawful Neutral + 18 (chain mail) + 27 (5d8 + 5) + walk 30 ft. + 15 + 10 + 12 + 13 + 16 + 13 + + Athletics +4, Performance +3, Persuasion +3, Religion +3 + 13 + Common, Elvish + 2 + + + + + + Acquisitions Incorporated p. 206 + + Divine Display (1/day) + As a bonus action, Phoenix causes his shield to flare with divine light. Each creature of his choice within 30 feet of him must succeed on a DC 13 Wisdom saving throw or be blinded for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself with a success. + + + Multiattack + Phoenix makes two melee attacks. + + + Warhammer + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be pushed 5 feet. + Warhammer|4|1d8 + 2 + + + Spellcasting + Phoenix is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has the following cleric spells prepared: + Cantrips (at will): guidance, light, mending, sacred flame + • 1st level (4 slots): bane, cure wounds, guiding bolt + • 2nd level (3 slots): hold person, spiritual weapon + + 4, 3 + guidance, light, mending, sacred flame, bane, cure wounds, guiding bolt, hold person, spiritual weapon + The "B" Team hoards person, Phoenix Anvil is a servant of Waukeen and a soft-spoken sort. Really soft. Like, he talks so infrequently that even he might not recognize his own voice. Phoenix comes from the streets, where he grew up a fighter until a job sweeping the steps of a small temple of Waukeen showed him a new path. His hunger for coin as an adventurer is thus guided by his knowledge of what it is to do without. + More of an object individual than a people person, Phoenix is obsessively dedicated to the franchise's assets and accounts. Thankfully, he includes his fellow members among those assets, making him fiercely loyal. However, Oak Truestrike is the only team member he's ever really warmed to, which doesn't do either of them any good. + Source: Acquisitions Incorporated p. 206 + + + + Viari + M + humanoid (human) + Chaotic Good + 18 (studded leather armor +1), 19 (studded leather armor +1) + 65 (10d8 + 20) + walk 30 ft. + 12 + 20 + 14 + 10 + 8 + 14 + Dex +8, Int +3 + Acrobatics +11, Athletics +7, Perception +5, Performance +5, Persuasion +5, Sleight of hand +11, Stealth +8 + 15 + Common, Draconic, Thieves' cant + 5 + + + + + + Acquisitions Incorporated p. 198 + + Evasion + If Viari is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's incapacitated. + + + Second-Story Work + Climbing does not cost Viari extra movement. Additionally, when he makes a running jump, the distance he covers increases by 5 feet. + + + Sneak Attack (1/Turn) + Viari deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Viari that isn't incapacitated and Viari doesn't have disadvantage on the attack roll. + + + Multiattack + Viari makes two attacks with his shortsword and two attacks with his rapier. + + + +1 Shortsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 9 (1d6 + 6) piercing damage. + +1 Shortsword|9|1d6 + 6 + + + Rapier + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage. + Rapier|8|1d8 + 5 + + + Dagger + Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d4 + 5) piercing damage. + Dagger|8|1d4 + 5 + + + Uncanny Dodge + Viari halves the damage that he takes from an attack that hits him. He must be able to see the attacker. + + I know a story about that... + A product of life on a small-town farm, the rogue known as Viari carries fond memories of those childhood days and his loving family. (Well, except for that thing where his parents insist on thinking of his older brother as the successful one.) But he can be quick to show self-consciousness when talking of where he came from, and he never speaks of the name he bore in that former life After quickly rising in the ranks of Acquisitions Incorporated since joining that august team, Viari has come to head what's known as the organization's Stabbing Department. A potent threat in both dueling and earnest debate, he demonstrates an equal flair for planning and forethought, mad combat moves (involving leaping off high places whenever possible), and dark vengeance. + Viari's career as an adventurer was nearly cut short during a battle of which the bards still sing. Unleashing a devastating attack with the aptly named Apocalypse Dagger, the rogue destroyed a giant single-handedly- and lost his arm in the process. Although Viari was made bodily whole again in an equally dramatic magical fashion, some of those closest to him have noticed that those miraculous events weigh on him still, perhaps suggesting consequences that only he foresees. + Source: Acquisitions Incorporated p. 198 + + + + Portentia Dran + M + monstrosity (shapechanger) + Lawful Evil + 17 (chain shirt) + 45 (6d8 + 18) + walk 30 ft. + 12 + 18 + 16 + 13 + 12 + 14 + + Deception +6, Insight +3, Perception +3 + 13 + Common, Elvish + 3 + + + + charmed + darkvision 60 ft. + Acquisitions Incorporated p. 208 + + Sneak Attack (1/Turn) + Portentia deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Portentia that isn't incapacitated and Portentia doesn't have disadvantage on the attack roll. + + + Multiattack + Portentia makes three melee attacks. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage. + Shortsword|6|1d6 + 4 + + + Change Shape + Portentia magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than her own, or back into her true form. Any equipment she is wearing or carrying is absorbed or borne by the new form (her choice). In a new form, Portentia retains her game statistics and ability to speak, but her AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and she gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that she lacks. + + Now the owner and driving force behind Dran Enterprises-perhaps Acquisitions Incorporated's most notable rival in the adventuring-for-profit-and-power biz- Portentia Dran is more than she appears to be. Quite literally. The person known as Portentia is actually a changeling, who took the place of the real Portentia before her fifth year. + The changeling Portentia can affect a range of dis guises, and has spent long years engaged in a mission of manipulating the members of the Dran family. Years ago, it was Portentia who tricked her sister Auspicia into exploring the depths of the Wandering Crypt. And she would have been successful in arranging for Omin to be claimed by that creature as well if he hadn't fled immediately in search of a weapon to aid his captured sister. + Whether in combat or social encounters, Portentia shifts frequently between different forms and mindsets, only some of which are fully humanoid. She fights to maim, with a cruel combat style that emphasizes surprise and painful instruction. She is willing to affect any appearance or attitude to achieve her goals. But what those goals are-for herself and Dran Enterprises alike-remain a secret known only to her. + Source: Acquisitions Incorporated p. 208 + + + + Prophetess Dran + M + humanoid (elf) + Lawful Good + 14 (breastplate) + 27 (5d8 + 5) + walk 30 ft. + 14 + 10 + 12 + 13 + 16 + 13 + + Medicine +5, Persuasion +3, Religion +5 + 13 + Common, Elvish + 2 + + + + + darkvision 60 ft. + Acquisitions Incorporated p. 208 + + Divine Eminence + As a bonus action, Prophetess can expend a spell slot to cause her melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Prophetess expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. + + + Fey Ancestry + Prophetess has advantage on saving throws against being charmed, and magic can't put her to sleep. + + + Maul + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) bludgeoning damage. + Maul|4|2d6 + 2 + + + Spellcasting + Prophetess is a 5th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Prophetess has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): cure wounds, guiding bolt, sanctuary + • 2nd level (3 slots): lesser restoration, spiritual weapon + • 3rd level (2 slots): dispel magic, spirit guardians + + 4, 3, 2 + light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians + Source: Acquisitions Incorporated p. 208 + + + diff --git a/FightClub5eXML/Sources/DivineContention.xml b/FightClub5eXML/Sources/DivineContention.xml new file mode 100644 index 0000000..ba6e938 --- /dev/null +++ b/FightClub5eXML/Sources/DivineContention.xml @@ -0,0 +1,63 @@ + + + + + Ebondeath + M + undead + Any alignment + 15 + 225 (10d8) + walk 0 ft., fly 40 ft. + 7 + 13 + 10 + 10 + 12 + 17 + + + 11 + Any languages it knew in life + 4 + acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + cold, necrotic, poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + Divine Contention + + Ethereal Sight + Ebondeath can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. + + + Incorporeal Movement + Ebondeath 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. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Withering Touch + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 17 (4d6 + 3) necrotic damage. + Withering Touch|5|4d6 + 3 + + + Etherealness + Ebondeath enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. + + + Horrifying Visage + Each non-undead creature within 60 feet of Ebondeath that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this Ebondeath's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. + + + Possession (Recharge 6) + One humanoid that Ebondeath can see within 5 feet of it must succeed on a DC 20 Charisma saving throw or be possessed by Ebondeath; Ebondeath then disappears, and the target is incapacitated and loses control of its body. Ebondeath now controls the body but doesn't deprive the target of awareness. Ebondeath can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, including gaining access to the target's knowledge, class features, and proficiencies. + The possession lasts until the body drops to 0 hit points, Ebondeath ends it as a bonus action, or Ebondeath is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Ebondeath reappears in an unoccupied space within 5 feet of the body. The target is immune to Ebondeath Possession for 24 hours after succeeding on the saving throw or after the possession ends. + + Over a thousand years ago, the black dragon Chardansearavitriol, commonly known as Ebondeath, settled in the Mere of Dead Men, making his lair in the ruined citadel of Uthtower. Ebondeath became a dracolich and was worshiped by the Cult of the Dragon until the death god Myrkul's influence waned across Faerûn and the dragon's bones turned to dust. + Source: Divine Contention + + + diff --git a/FightClub5eXML/Sources/DragonOfIcespirePeak.xml b/FightClub5eXML/Sources/DragonOfIcespirePeak.xml new file mode 100644 index 0000000..a7179dd --- /dev/null +++ b/FightClub5eXML/Sources/DragonOfIcespirePeak.xml @@ -0,0 +1,408 @@ + + + + + Spellcaster + M + humanoid + Any alignment + 12 (leather armor) + 9 (2d8) + walk 30 ft. + 10 + 12 + 10 + 15 + 14 + 13 + Wis +4 + Arcana +4, Investigation +4, Religion +4 + 12 + Common, plus one of your choice + + + + + + + Dragon of Icespire Peak + + Magical Role + Choose a role for the spellcaster: healer or mage. Your choice determines which Spellcasting trait to use below. + + + Quarterstaff + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. + Quarterstaff|2|1d6 + + + Spellcasting (Healer) + The spellcaster's spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The spellcaster has following cleric spells prepared: + Cantrips (at will): guidance, sacred flame + • 1st level (2 slots): cure wounds + + 2 + + Spellcasting (Mage) + The spellcaster's spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The spellcaster has following wizard spells prepared: + Cantrips (at will): fire bolt, light + • 1st level (2 slots): sleep + + 2 + guidance, sacred flame, cure wounds, fire bolt, light, sleep + Source: Dragon of Icespire Peak + + + + Expert + M + humanoid + Any alignment + 14 (studded leather armor) + 11 (2d8 + 2) + walk 30 ft. + 10 + 15 + 12 + 13 + 10 + 14 + Dex +4 + Acrobatics +4, Performance +4, Persuasion +4, Sleight of hand +4, Stealth +4 + 10 + Common, plus one of your choice + + + + + + + Dragon of Icespire Peak + + Helpful + The expert can take the Help action as a bonus action. + + + Tools + The expert has thieves' tools and a musical instrument. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|4|1d6 + 2 + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|4|1d4 + 2 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 6 (1d8 + 2) piercing damage. + Shortbow|4|1d8 + 2 + + Source: Dragon of Icespire Peak + + + + Warrior + M + humanoid + Any alignment + 16 (chain shirt) + 13 (2d8 + 4) + walk 30 ft. + 15 + 13 + 14 + 10 + 12 + 10 + Con +4 + Athletics +4, Perception +3, Survival +3 + 13 + Common, plus one of your choice + + + + + + + Dragon of Icespire Peak + + Martial Role + The warrior has one of the following traits of your choice: + • Attacker: The warrior gains a +2 bonus to attack rolls. + • Defender: The warrior gains the Protection reaction below. + + + Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. + Longsword|4|1d8 + 2 + + + Longbow + Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage. + Longbow|3|1d8 + 1 + + + Protection (Defender Only) + The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn't the warrior. The warrior must be able to see the attacker. + + Source: Dragon of Icespire Peak + + + + Anchorite of Talos + M + humanoid (half-orc, shapechanger) + Neutral Evil + 13 (hide armor) + 58 (9d8 + 18) + walk 30 ft. + 16 + 13 + 14 + 9 + 15 + 12 + + Nature +1, Stealth +3, Survival +4 + 12 + Common, Orc + 3 + + + + + darkvision 60 ft. + Dragon of Icespire Peak, Divine Contention, Sleeping Dragon's Wake + + Shapechanger + The anchorite can use its action to polymorph into a boar or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Clawed Gauntlet (Humanoid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) slashing damage. + Clawed Gauntlet (Humanoid Form Only)|5|1d4 + 3 + + + Tusk (Boar Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Tusk (Boar Form Only)|5|1d6 + 3 + + + Innate Spellcasting + The anchorite's innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components: + 3/day: thunderwave (2d8 damage) + 1/day each: augury, bless, lightning bolt (8d6 damage), revivify + + thunderwave, augury, bless, lightning bolt, revivify + These religious recluses are granted spellcasting power by Talos, the god of storms. Their human ancestors bred with orcs, and now all anchorites of Talos are half-orcs. + Source: Dragon of Icespire Peak, Divine Contention, Sleeping Dragon's Wake + + + + Don-Jon Raskin + M + humanoid (human) + Neutral + 10 + 44 (8d8 + 8) + walk 30 ft. + 11 + 10 + 13 + 12 + 10 + 14 + Dex +2, Con +3 + Deception +4, Persuasion +4 + 10 + Common, Dwarvish + 1/2 + + + + + + Dragon of Icespire Peak + + Brave + Don-Jon has advantage on saving throws against being frightened. + + + Not Dead Yet (Recharges after a Long Rest) + If damage reduces Don-Jon to 0 hit points, he drops to 1 hit point instead and gains advantage on attack rolls until the end of his next turn. + + + Multiattack + Don-Jon makes three melee attacks. + + + Dagger + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. 2 (1d4) piercing damage. + Dagger|2|1d4 + + + Sling + Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. 2 (1d4) bludgeoning damage. + Sling|2|1d4 + + Adventurers who undertake the Mountain's Toe Quest meet Don-Jon Raskin, a fearless troubleshooter who has experienced more than his fair share of adventures. + Source: Dragon of Icespire Peak + + + + Falcon the Hunter + M + humanoid (human) + Neutral Good + 14 (studded leather armor) + 112 (15d8 + 45) + walk 30 ft. + 14 + 15 + 16 + 11 + 16 + 15 + Dex +4, Wis +5 + Athletics +4, Perception +7, Survival +5 + 17 + Common + 4 + + + + + + Dragon of Icespire Peak + + Archer + A longbow or shortbow deals one extra die of its damage when Falcon hits with it (included in his longbow attack). + + + Sharpshooter + Falcon's ranged weapon attacks ignore half cover and three-quarters cover. + + + Multiattack + Falcon makes three melee attacks or two ranged attacks. + + + Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. + Longsword|4|1d8 + 2 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 11 (2d8 + 2) piercing damage. + Longbow|4|2d8 + 2 + + Adventurers encounter Falcon the Hunter if they visit his hunting lodge in Neverwinter Wood. + Source: Dragon of Icespire Peak + + + + Gorthok the Thunder Boar + H + monstrosity + Chaotic Evil + 15 (natural armor) + 73 (7d12 + 28) + walk 50 ft. + 20 + 11 + 19 + 6 + 10 + 14 + + + 10 + + 6 + bludgeoning, piercing, slashing from nonmagical attacks + lightning, thunder + + + darkvision 60 ft. + Dragon of Icespire Peak + + Relentless (Recharges after a Short or Long Rest) + If Gorthok takes 27 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. + + + Multiattack + Gorthok makes two melee attacks: one with its lightning tusks and one with its thunder hooves. + + + Lightning Tusks + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 12 (2d6 + 5) slashing damage plus 7 (2d6) lightning damage. + Lightning Tusks|8|2d6 + 5 + + + Thunder Hooves + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) thunder damage. + Thunder Hooves|8|2d6 + 5 + + + Lightning Bolt (Recharge 6) + Gorthok shoots a bolt of lightning at one creature it can see within 120 feet of it. The target must make a DC 15 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one. + + Gorthok is a primal nature spirit that takes the form of a boar as big as an elephant, with lightning that dances along its tusks. Gorthok serves the will of Talos, god of storms, and can be summoned during stormy weather to do the bidding of Talos's evil followers. Like its patron deity, Gorthok revels in destruction. + Source: Dragon of Icespire Peak + + + + Rock Gnome Recluse + S + humanoid (gnome) + Chaotic Neutral + 10, 13 (with mage armor) + 7 (2d6) + walk 25 ft. + 6 + 11 + 10 + 15 + 10 + 13 + + Arcana +4, History +4 + 10 + Common, Gnomish + 1/4 + + + + + darkvision 60 ft. + Dragon of Icespire Peak + + Gnome Cunning + The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. + + + Magic Missile (Expends a 1st-Level Spell Slot) + The gnome creates three magical darts. Each dart hits a creature the gnome chooses within 120 feet of it and deals 3 (1d4 + 1) force damage. + + + Ray of Frost + Ranged Spell Attack: +4 to hit, range 60 ft., one creature. 4 (1d8) cold damage, and the target's speed is reduced by 10 feet until the start of the gnome's next turn. + Ray of Frost|4|1d8 + + + Spellcasting + The gnome is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: + Cantrips (at will): mage hand, prestidigitation, ray of frost (see "Actions" below) + • 1st level (3 slots): detect magic, mage armor, magic missile (see "Actions" below), shield + + 3 + mage hand, prestidigitation, ray of frost, detect magic, mage armor, magic missile, shield + Rock gnome recluses are skilled in the arcane arts. They use their magical talents to create all kinds of wondrous inventions, very few of which work as intended. + Source: Dragon of Icespire Peak + + + diff --git a/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml b/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml new file mode 100644 index 0000000..2aedc39 --- /dev/null +++ b/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml @@ -0,0 +1,2755 @@ + + + + + Belashyrra + M + aberration + Chaotic Evil + 19 (natural armor) + 304 (32d8 + 160) + walk 40 ft., fly 40 ft. + 24 + 21 + 20 + 25 + 22 + 23 + Int +14, Wis +13, Cha +13 + Arcana +14, Perception +13 + 23 + Deep Speech, telepathy 120 ft. + 22 + poison, psychic + + + blinded, charmed, exhaustion, frightened, poisoned, prone + truesight 120 ft. + Eberron: Rising from the Last War p. 286 + + Alien Mind + If a creature tries to read Belashyrra's thoughts or deals psychic damage to it, that creature must succeed on a DC 22 Intelligence saving throw 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. + + + Eye Thief + Belashyrra can see through the eyes of all creatures within 120 feet of it. It can use its Eye Ray through any creature within 120 feet of it, as though it were in that creature's space. + + + Legendary Resistance (3/Day) + If Belashyrra fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + Belashyrra has advantage on saving throws against spells and other magical effects. + + + Regeneration + Belashyrra regains 20 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn. Belashyrra dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Teleport + As a bonus action, Belashyrra can teleport up to 30 feet to an unoccupied space it can see. + + + Multiattack + Belashyrra makes two attacks with its claws and uses its Eye Ray once. + + + Claw + Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 17 (3d6 + 7) slashing damage. + Claw|14|3d6 + 7 + + + Eye Ray + Belashyrra shoots one of the following magical eye rays of its choice, targeting one creature it can see within 120 feet of it: + + + 1 + Psyche-Reconstruction Ray. The target must make a DC 22 Wisdom saving throw, taking 49 (9d10) psychic damage on a failed save, or half as much damage on a successful one. If this damage reduces a creature to 0 hit points, it dies and transforms into a spectator under Belashyrra's control and acts immediately after Belashyrra in the initiative order. The target can't be returned to its original form by any means short of a wish spell. + + + 2 + Domination Ray. The target must succeed on a DC 22 Wisdom saving throw or be charmed by Belashyrra for 1 minute or until the target takes damage. Belashyrra can issue telepathic commands to the charmed creature (no action required), which it does its best to obey. + + + 3 + Mind-Weakening Ray. The target must succeed on a DC 22 Intelligence saving throw or take 36 (8d8) psychic damage and be unable to cast spells or activate magic items 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. + + + 4 + Blinding Ray. The target and each creature within 10 feet of it must succeed on a DC 22 Constitution saving throw or take 19 (3d12) radiant damage and be blinded for 1 minute. Until this blindness ends, Belyshyrra can see through the blinded creature's eyes. The blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Belashyrra 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. Belashyrra regains spent legendary actions at the start of its turn. + + + Claw + Belashyrra makes one claw attack. + + + Implant Fear (Costs 2 Actions) + Belashyrra targets a creature it can see within 60 feet of it. The target must succeed on a DC 22 Wisdom saving throw or take 22 (4d10) psychic damage and immediately use its reaction, if available, to move as far as its speed allows away from Belashyrra. + + + Rend Reality (Costs 3 Actions) + Belashyrra rips at the bonds of reality in its immediate area. Each creature within 10 feet of Belashyrra must succeed on a DC 22 Constitution saving throw or take 19 (3d12) force damage and gain one level of exhaustion. + + + Lair Actions + While within the Citadel of Lidless Eyes, Belashyrra can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Belashyrra can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row: + • An eye opens on a solid surface within 60 feet of Belashyrra. One random eye ray of Belashyrra's shoots from that eye at a target of Belashyrra's choice that it can see. The eye then closes and disappears. + • Belashyrra creates a wave of madness. Each creature it can see within its lair must succeed on a DC 22 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, a creature must use its action at the start of its turn before moving to make a melee attack against another creature of Belashyrra's choice within reach. If there are no creatures within reach, the charmed creature can act normally for that turn. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + • Belashyrra taps into the eyesight of creatures in its lair and alters their perception. Each creature of Belashyrra's choice in the lair must make a DC 22 Wisdom saving throw. On a failure, the affected creature perceives objects and creatures a short distance from their actual locations, imposing disadvantage on the creature's attack rolls against those targets. An affected 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 this lair action for the next 24 hours. + + + Regional Effects + Belashyrra's lair is known to touch remote areas of the Shadow Marches and caverns below Xen'drik. A region containing a passage to Belashyrra's lair is warped by its magic, which creates one or more of the following effects: + • Creatures within 1 mile of the passage sometimes feel as if they're being watched. + • Beasts that live within 5 miles of the passage undergo magical transmutation, growing eyes or eyestalks that Belashyrra can see through. + • A humanoid who spends at least 1 hour within 1 mile of the passage must succeed on a DC 21 Wisdom saving throw or descend into a type of madness (see "Madness of Belashyrra" below). A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. + If Belashyrra dies, these effects fade over the course of 1d10 days. + + Dreadful Visions: + The madness of Belashyrra is tied to sight: images that can't be unseen, horrific hallucinations, the fear of blindness and of being watched—or realizing that something else is using your eyes. Belashyrra can force its victims to question whether what they perceive is real, or can fill their world with such terrors that they willingly blind themselves to escape. + Belashyrra sees mortals as raw materials to be exploited or insects to be exterminated. However, the Lord of Eyes has been known to take an interest in specific mortals. Belashyrra's warlocks serve as its envoys in the world and are often directed to seek out creatures and sites that the daelkyr wishes to see through their eyes. + Belashyrra's Cults: + The Lord of Eyes has followers across Khorvaire, and its cults are typically driven by mad visions. Devoted cultists can grow eyes in unusual locations, and might have darkvision or other supernatural abilities when they view the world through those eyes. Beholderkin often advise or lead Belashyrra's cults, and cultists typically treat these aberrations as divine beings. + Belashyrra's Lair + Belashyrra makes its lair in the Citadel of Lidless Eyes deep in Khyber, a site that appears to have been molded from molten stone, chitin, and flesh. Across its warped and liquid expanses, thousands of eyes of every size and shape peer into the endless darkness. Beholders, dolgrims, and stranger aberrations dwell within the halls of the citadel, which is one of the few places where such creatures are willing to live side by side. + Some beholderkin serve Belashyrra as guards and agents, while others spend their lives in deep meditation, pursuing inner visions known only to the Lord of Eyes. It's rumored that anyone who sits on the citadel's throne can see through the eyes of any sentient creature on Eberron or in Khyber. If encountered in its lair, Belashyrra has a challenge rating of 23 (50,000 XP). + Madness of Belashyrra + If a creature goes mad in Belashyrra's lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Belashyrra table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the Dungeon Master's Guide has more information on madness. + Source: Eberron: Rising from the Last War p. 286 + + + + Bone Knight + M + humanoid (any race) + Any Non-Good Alignment + 20 (bonecraft armour) + 84 (13d8 + 26) + walk 30 ft. + 18 + 13 + 14 + 12 + 14 + 16 + Wis +5, Cha +6 + Athletics +7, Deception +6, Intimidation +6 + 12 + any one language (usually Common) + 5 + necrotic, poison + + + + + Eberron: Rising from the Last War p. 316 + + Commander of Bones + As a bonus action, the knight can target one skeleton or zombie it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw. On a failed save, the target must obey the knight's commands until the knight dies or until the knight releases it as a bonus action. The knight can command up to twelve undead at a time this way. + + + Master of the Pallid Banner + While within 60 feet of the knight, any undead ally of the knight has advantage on saving throws against any effect that turns undead. + + + Multiattack + The knight attacks twice with one of its weapons. + + + Greatsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Greatsword|7|2d6 + 4 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage. + Longbow|4|1d8 + 1 + + + Spellcasting + The knight is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following paladin spells prepared: + • 1st level (4 slots): command, compelled duel, hellish rebuke, wrathful smite + • 2nd level (3 slots): branding smite, crown of madness, darkness, find steed, magic weapon + + 4, 3 + command, compelled duel, hellish rebuke, wrathful smite, branding smite, crown of madness, darkness, find steed, magic weapon + Bone knights are the champions of the Order of the Emerald Claw. Clad in distinctive bonecraft armor—heavy armor adorned with the bones of fallen enemies—these fearsome warriors command squads of undead soldiers as they pursue the sinister goals of Lady Illmarrow. + Karrnathi Patriots: + Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance. The first bone knights were appointed to provide this control. + Devoted paladins of the Blood of Vol were fused into suits of bonecraft armor, whose magic focused their divine gifts, allowing them to command units of mindless undead. Bonecraft armor can't be removed without killing the knight who wears it, and when donning it, each bone knight understood that their former life was over. + The Fall of the Emerald Claw: + During the Last War, many bone knights took service with the Order of the Emerald Claw, helping that name strike fear into the enemies of Karrnath. In the last decade, King Kaius III of Karrnath has done much to ensure a peaceful end to the Last War. Under the terms of the Treaty of Thronehold, Kaius sealed most of Karrnath's undead in deep vaults, and the Order of the Emerald Claw was disbanded. A few bone knights remained in service to the crown, but most were cast aside—still bound to their bonecraft armor and still convinced of Karrnathi supremacy. These bone knights felt that Kaius had betrayed both them and their nation, leading their once-proud order to find a new purpose in the service of Lady Illmarrow. + Source: Eberron: Rising from the Last War p. 316 + + + + Changeling + M + humanoid (changeling, shapechanger) + Any alignment + 13 (leather armor) + 22 (4d8 + 4) + walk 30 ft. + 8 + 15 + 12 + 14 + 10 + 16 + + Acrobatics +4, Deception +5, Insight +2, Perception +2, Persuasion +5 + 12 + Common, Dwarvish, Elvish, Halfling, Thieves' cant + 1/2 + + + + + + Eberron: Rising from the Last War p. 317 + + Change Appearance + The changeling can use its action to polymorph into a Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Multiattack + The changeling makes two attacks with its dagger. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|4|1d4 + 2 + + + Unsettling Visage (Recharges after a Short or Long Rest) + Each creature within 30 feet of the changeling must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Changelings are a humanoid race of shapechangers who conceal their true identities behind false faces. Their gifts of mimicry allow them to appear as members of any humanoid culture, playing the part of a dwarf one day and a dragonborn the next. Although changelings can adopt any guise, most rely on a few established personas, each with a developed history and a network of friends and acquaintances. + Source: Eberron: Rising from the Last War p. 317 + + + + Clawfoot + M + beast + Unaligned + 13 + 19 (3d8 + 6) + walk 40 ft. + 12 + 16 + 14 + 4 + 12 + 10 + + Perception +3, Stealth +5 + 13 + + 1 + + + + + + Eberron: Rising from the Last War p. 289, Wayfinder's Guide to Eberron p. 81 + + Pack Tactics + The clawfoot has advantage on an attack roll against a creature if at least one of the clawfoot's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Pounce + If the clawfoot moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, the clawfoot can make one bite attack against it as a bonus action. + + + Multiattack + The clawfoot makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Bite|5|1d8 + 3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage. + Claws|5|1d8 + 3 + + Clawfoot dinosaurs are two-legged saurians with sharp teeth and toe claws that resemble deadly sickles. They are imposing creatures, about the size of a tall human, and are fierce enough to take down even larger prey. + In the wild, an untrained clawfoot can easily hold its own in combat, but they are even fiercer when hunting in packs. Their instinct for pack structure has made these dinosaurs a traditional war mount for the halflings of the Talenta Plains, with clawfoots quickly and eagerly responding to training and control. + Dinosaurs are widespread on Eberron, particularly in Q'barra, the Talenta Plains, Xen'drik, and Argonnessen. Smaller dinosaurs are the rule in Q'barra and the Talenta Plains, including varieties commonly used by Talenta halflings as mounts. + Source: Eberron: Rising from the Last War p. 289, Wayfinder's Guide to Eberron p. 81 + + + + Corrin Delmaco + S + humanoid (halfling) + Any alignment + 12 + 21 (6d6) + walk 25 ft. + 10 + 15 + 10 + 12 + 14 + 16 + + Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of hand +4, Stealth +4 + 16 + any two languages + 1 + + + + + + Eberron: Rising from the Last War p. 271 + + Cunning Action + On each of its turns, Corrin can use a bonus action to take the Dash, Disengage, or Hide action. + + + Sneak Attack (1/Turn) + Corrin deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Corrin that isn't incapacitated and Corrin doesn't have disadvantage on the attack roll. + + + Multiattack + Corrin makes two melee attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|4|1d6 + 2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Hand Crossbow|4|1d6 + 2 + + Source: Eberron: Rising from the Last War p. 271 + + + + Dolgaunt + M + aberration + Lawful Evil + 16 (Unarmored Defense) + 33 (6d8 + 6) + walk 40 ft. + 14 + 18 + 12 + 13 + 14 + 11 + + Acrobatics +6, Perception +4, Stealth +6 + 14 + Deep Speech, Goblin + 3 + + + + blinded + blindsight 120 ft. (blind beyond this radius) + Eberron: Rising from the Last War p. 290 + + Evasion + If the dolgaunt is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dolgaunt instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated. + + + Unarmored Defense + While the dolgaunt is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. + + + Multiattack + The dolgaunt makes two tentacle attacks and two unarmed strikes. Up to two tentacle attacks can be replaced by Vitality Drain. + + + Tentacle + Melee Weapon Attack: +6 to hit, reach 15 ft., one target. 7 (1d6 + 4) bludgeoning damage. The target is grappled (escape DC 12) if it is a Large or smaller creature. Until this grapple ends, the dolgaunt can't use the same tentacle on another target. The dolgaunt has two tentacles. + Tentacle|6|1d6 + 4 + + + Unarmed Strike + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) bludgeoning damage. + Unarmed Strike|6|1d4 + 4 + + + Vitality Drain + One creature grappled by a tentacle of the dolgaunt must make a DC 11 Constitution saving throw. On a failed save, the target takes 9 (2d8) necrotic damage, and the dolgaunt regains a number of hit points equal to half the necrotic damage taken. + + Dolgaunts are emaciated hobgoblins with disease-hued flesh. Their eye sockets gape open and empty above a mouth with a wormlike tongue. Writhing cilia cover their bodies, with longer tendrils around their heads and two wiry tentacles protruding from their bare shoulders. A dolgaunt is blind but can perceive its surroundings through the sensitive cilia that cover its skin. It can also absorb life through its tentacles, allowing it to drain the vitality out of any creature it touches. + Warped by Chaos: + When the daelkyr emerged from Xoriat to conquer Khorvaire, they captured and transformed that land's indigenous creatures to create armies of hideous warriors. Dyrrn the Corruptor shaped dolgaunts from hobgoblin stock, turning them into intelligent, cold, and efficient killers. + When the daelkyr were defeated, the dolgaunts descended into the depths of Khyber with their masters. There, they study in cavernous monasteries, forging their bodies into living weapons dedicated to the missions given them by those masters. Dolgaunts are often found commanding squads of dolgrims, and can also be found working with the Cults of the Dragon Below—particularly those devoted to Dyrrn the Corruptor. + Source: Eberron: Rising from the Last War p. 290 + + + + Dolgrim + S + aberration + Chaotic Evil + 15 (natural armour) + 13 (3d6 + 3) + walk 30 ft. + 15 + 14 + 12 + 8 + 10 + 8 + + + 10 + Deep Speech, Goblin + 1/2 + + + + + darkvision 60 ft. + Eberron: Rising from the Last War p. 291 + + Dual Consciousness + The dolgrim has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + + + Multiattack + The dolgrim makes three attacks. + + + Morningstar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. + Morningstar|4|1d8 + 2 + + + Spear + 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. + Spear|4|1d6 + 2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Hand Crossbow|4|1d6 + 2 + + Dolgrims are squat, deformed things. Warped by the daelkyr, a dolgrim is essentially two goblins crushed into one creature, their misshapen body boasting four arms and a pair of twisted mouths that gibber and slather at the front of a headless torso. The two mouths of a dolgrim sometimes carry on demented conversations with one another. However, a dolgrim has only a single personality—sadistic, bloodthirsty, and brutally dedicated to serving itself. + Small numbers of these creatures sometimes make their way to the surface, often under the command of dolgaunts, and undertaking missions advancing the inscrutable schemes of their malevolent masters. But great hordes of dolgrims remain clustered in Khyber with the daelkyr, dreaming of the day when they will be released into Eberron to feast and destroy. + Source: Eberron: Rising from the Last War p. 291 + + + + Dusk Hag + M + fey + Neutral Evil + 17 (natural armor) + 82 (15d8 + 15) + walk 30 ft. + 11 + 14 + 12 + 17 + 16 + 18 + Int +6, Wis +6 + Deception +7, Insight +6, Perception +6 + 16 + Common, Giant, Infernal + 6 + + + + blinded, charmed, frightened + blindsight 60 ft. + Eberron: Rising from the Last War p. 292 + + Magic Resistance + The hag has advantage on saving throws against spells and other magical effects. + + + Multiattack + The hag makes two Nightmare Touch attacks. + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Claws|5|1d6 + 2 + + + Nightmare Touch + Melee Spell Attack: +7 to hit, reach 5 ft., one creature. 18 (4d6 + 4) psychic damage. If the target is unconscious, it takes an extra 10 (3d6) psychic damage and is cursed until the hag dies or the curse is removed. The cursed creature's hit point maximum decreases by 5 (1d10) whenever it finishes a long rest. + Nightmare Touch|7|4d6 + 4 + + + Dream Eater + When an unconscious creature the hag can see within 30 feet of her regains consciousness, the hag can force the creature to make a DC 15 Wisdom saving throw. Unless the save succeeds, the creature takes 11 (2d10) psychic damage, and the hag regains hit points equal to the amount of damage taken. + + + Innate Spellcasting + The hag's spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components: + At will: detect magic, disguise self + 3/day each: dream, hypnotic pattern, sleep (9d8) + 1/day each: legend lore, scrying + + detect magic, disguise self, dream, hypnotic pattern, sleep, legend lore, scrying + Dusk hags resemble gnarled crones with shriveled orange skin, tangled gray hair, and eyes that burn like hot coals. They see visions of the future in their dreams, and their dark magic allows them to influence the dreams of others, sending messages or inflicting nightmares with a touch. Tales talk of ambitious wizards, frantic monarchs, and desperate heroes undertaking quests or making bargains with a dusk hag in exchange for its prophecies and visions of the future. But the information gained from a dusk hag often has a way of causing more pain than joy. Like all hags, dusk hags enjoy causing strife to those who bargain with them, and find ways to twist and turn promises to their own advantage. The Dusk Hag Prophecies table provides examples of the sort of dreams dusk hags might share with unsuspecting sleepers. + Source: Eberron: Rising from the Last War p. 292 + + + + Dyrrn + M + aberration + Chaotic Evil + 21 (natural armor) + 325 (31d8 + 186) + walk 40 ft., fly 40 ft. + 26 + 21 + 22 + 26 + 23 + 24 + Int +15, Wis +13, Cha +14 + Arcana +15, History +15, Insight +13, Perception +13 + 23 + Deep Speech, telepathy 120 ft. + 24 + poison, psychic + + + blinded, charmed, exhaustion, frightened, poisoned, prone + truesight 120 ft. + Eberron: Rising from the Last War p. 288 + + Alien Mind + If a creature tries to read Dyrrn's thoughts or deals psychic damage to it, that creature must succeed on a DC 23 Intelligence saving throw 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. + + + Legendary Resistance (3/Day) + If Dyrrn fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + Dyrrn has advantage on saving throws against spells and other magical effects. + + + Regeneration + Dyrrn regains 20 hit points at the start of its turn. If Dyrrn takes radiant damage, this trait doesn't function at the start of its next turn. Dyrrn dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Teleport + As a bonus action, Dyrrn can teleport up to 30 feet to an unoccupied space it can see. + + + Multiattack + Dyrrn makes one Tentacle Whip attack and uses its Corruption once. Dyrrn can replace its Tentacle Whip attack with Extract Brain if it has a creature grappled. + + + Tentacle Whip + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 24 (3d10 + 8) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 23), pulled into an unoccupied space within 5 feet of Dyrrn, and must succeed on a DC 23 Intelligence saving throw or be stunned until this grapple ends. Dyrrn can't use the same tentacle whip on another target until this grapple ends. Dyrrn has two tentacle whips. + Tentacle Whip|15|3d10 + 8 + + + Corruption + Dyrrn targets one creature it can see within 60 feet of it. The target must succeed on a DC 23 Constitution saving throw or take 22 (4d6 + 8) necrotic damage and become corrupted for 1 minute. + A corrupted creature's flesh twists in alien ways. The creature has disadvantage on attack rolls, its speed is reduced by half, and if it tries to cast a spell, it must first succeed on a DC 15 Intelligence check or the spell fails and is wasted. The corrupted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Extract Brain + Melee Weapon Attack: +15 to hit, reach 5 ft., one incapacitated creature grappled by Dyrrn. 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Dyrrn kills the target by extracting and devouring its brain. + Extract Brain|15|10d10 + + + Dyrrn 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. Dyrrn regains spent legendary actions at the start of its turn. + + + Tentacle Whip + Dyrrn makes one attack with its Tentacle Whip. + + + Spawn Aberration (Costs 2 Actions) + Dyrrn regurgitates an intellect devourer in an unoccupied space within 5 feet of it. The intellect devourer is under Dyrrn's control and acts immediately after Dyrrn in the initiative order. + + + Mind Blast (Costs 3 Actions) + Dyrrn magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 23 Intelligence saving throw or take 30 (5d8 + 8) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Lair Actions + While within the Palace of Sinew, Dyrrn can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Dyrrn can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row: + • Dyrrn uses its Corruption action. + • A 30-foot-square area of ground within 120 feet of Dyrrn sprouts tentacles until initiative count 20 on the next round. Any creature that starts or ends its turn in the area must succeed on a DC 23 Strength saving throw or be restrained. A creature can escape the tentacles with a successful DC 23 Strength (Athletics) or Dexterity (Acrobatics) check as an action. + • Each creature of Dyrrn's choice that it can see within 120 feet of it must succeed on a DC 23 Wisdom saving throw or take 26 (4d12) psychic damage. Unless the target has immunity to psychic damage, its Intelligence score is reduced by 1d4 each time it fails the saving throw for this lair action. The target dies if its Intelligence score is reduced to 0. The reduction lasts until the target finishes a short or long rest. + + + Regional Effects + A region containing a passage to Dyrrn's lair is warped in one or more of these ways: + • Plants and animals raised within 2 mile of the passage have twisted, aberrant forms. Use the Daelkyr Modifications table for inspiration. + • Creatures within 1 mile of the passage frequently feel as if something is crawling under their skin. + • If a humanoid spends at least 1 hour within 1 mile of the passage, that creature must succeed on a DC 22 Wisdom saving throw or descend into a type of madness (see "Madness of Dyrrn" below). A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. + If Dyrrn dies, these effects fade away after 1d10 days. + + Twisting Flesh and Thought: + The mind flayers of Eberron know Dyrrn as the Overmind, and it serves as the cornerstone of their collective consciousness. Of all the daelkyr, the Corruptor is the most adept at twisting minds and bodies to create monsters. It was Dyrrn who turned goblinoid prisoners into the first dolgaunts and dolgrims, creating the legions that would savage the nations of Khorvaire. Dyrrn is also a prolific creator of symbionts—treasures that tempt people to bind alien entities to their flesh. + Dyrrn's Cults: + Dyrrn's lair touches the Eldeen Reaches, and the druids of the Towering Wood are always watching for Dyrrn's influence. At the start of the Last War, the dwarves of the Mror Holds discovered passages to the daelkyr's realm below their halls, and Dyrrn's cults have spread from there. + Mind flayers often work with Dyrrn's cults, many of which are obsessed with evolution—through the use of symbionts or by becoming an aberration. Those who worship the Stealer of Thoughts believe that Dyrrn will consume all sentient beings, except for its servants. + Dyrrn most often appears as a tall humanoid male with pale skin, clad in a heavy cassock of interwoven black leather that slithers unsettlingly around the daelkyr's form. Dyrrn can extend tentacles from its body, using them to extract the brains of others. + Dyrrn's Lair + Dyrrn makes its lair in the Palace of Sinew, a horrid site shaped from the leftover flesh and bones of the daelkyr's sculpting. The walls of the palace undulate as air flows through them, as if the space were breathing. + Madness of Dyrrn + If a creature goes mad in Dyrrn's lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Dyrrn table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the Dungeon Master's Guide has more information on madness. + Source: Eberron: Rising from the Last War p. 288 + + + + Expeditious Messenger + T + construct + Neutral + 13 + 7 (2d4 + 2) + walk 25 ft., fly 60 ft. + 6 + 16 + 13 + 8 + 12 + 7 + + Acrobatics +5, Stealth +5 + 11 + one language spoken by its creator + 1/8 + + poison + + exhaustion, poisoned + darkvision 60 ft. + Eberron: Rising from the Last War p. 293 + + Flyby + The messenger doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Telepathic Bond + While the messenger is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage. + Bite|5|1d4 + 3 + + An expeditious messenger is a speedy flier, designed to quickly carry messages for its creator. Their speedy and efficient attitude makes expeditious messengers quite chatty, and they natter on as fast as they move. + These messengers come in a variety of forms, often looking like mechanical birds or sprites. + Constructed Nature: + A homunculus doesn't require air, food, drink, or sleep. + A homunculus is a construct servant created for certain tasks. Artificers and wizards are responsible for most of the homunculi in existence. + Each kind of homunculus has a body constructed from different kinds of materials, including clay, iron, and bits of hair and feathers. The process that creates a homunculus sees those materials mixed with the creator's blood and animated through an extended magical ritual. + Source: Eberron: Rising from the Last War p. 293 + + + + Iron Defender + M + construct + Neutral + 17 (natural armor) + 30 (4d8 + 12) + walk 40 ft. + 16 + 14 + 16 + 8 + 11 + 7 + + Perception +3, Stealth +4 + 13 + understands the languages of its creator but can't speak + 1 + + poison + + exhaustion, poisoned + darkvision 60 ft. + Eberron: Rising from the Last War p. 293 + + Keen Senses + The defender has advantage on Wisdom (Perception) checks. + + + Telepathic Bond + While the defender is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or take an extra 3 (1d6) piercing damage and be grappled (escape DC 13). The defender can have only one creature grappled in this way at a time. + Bite|5|1d6 + 3 + + An iron defender fights for its creator. They come in many shapes and are often crafted in the form of animals. More creative artificers craft iron defenders in the shape of hybrid animals or other fantastical creatures. + Constructed Nature: + A homunculus doesn't require air, food, drink, or sleep. + A homunculus is a construct servant created for certain tasks. Artificers and wizards are responsible for most of the homunculi in existence. + Each kind of homunculus has a body constructed from different kinds of materials, including clay, iron, and bits of hair and feathers. The process that creates a homunculus sees those materials mixed with the creator's blood and animated through an extended magical ritual. + Source: Eberron: Rising from the Last War p. 293 + + + + Fastieth + M + beast + Unaligned + 14 + 9 (2d8) + walk 50 ft. + 12 + 18 + 10 + 4 + 11 + 4 + + + 10 + + 1/4 + + + + + + Eberron: Rising from the Last War p. 289 + + Quickness (Recharge 5-6) + The fastieth can take the Dodge action as a bonus action. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage. + Bite|6|1d8 + 4 + + Fastieth are human-sized, two-legged saurians with large eyes, brightly colored and patterned scales, and strong legs. They are the most common mounts of the halflings of the Talenta Plains, bred for speed. Although too small to bear larger riders, a fastieth can carry a halfling with light gear easily and at a good pace. Fastieths are typically stubborn creatures, so specimens with an even temperament are prized among the Talenta tribes. + Being herbivores, fastieths prefer to flee rather than fight. However, even though not trained for battle, they can deliver a vicious bite if pressed. + Dinosaurs are widespread on Eberron, particularly in Q'barra, the Talenta Plains, Xen'drik, and Argonnessen. Smaller dinosaurs are the rule in Q'barra and the Talenta Plains, including varieties commonly used by Talenta halflings as mounts. + Source: Eberron: Rising from the Last War p. 289 + + + + Garra + L + giant + Any Chaotic Alignment + 12 (hide armor) + 30 (4d10 + 8) + walk 30 ft. + 17 + 10 + 14 + 7 + 9 + 10 + + + 9 + Common, Giant + 1 + + + + + darkvision 60 ft. + Eberron: Rising from the Last War p. 272 + + Battleaxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands. + Battleaxe|5|2d8 + 3 + + + Javelin + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 10 (2d6 + 3) piercing damage. + Javelin|5|2d6 + 3 + + Source: Eberron: Rising from the Last War p. 272 + underdark, mountain, forest, hill, urban, desert, arctic + + + Sergeant + M + humanoid (any race) + Any alignment + 16 (chain shirt) + 11 (2d8 + 2) + walk 30 ft. + 13 + 12 + 12 + 10 + 11 + 10 + + Perception +2 + 12 + any one language (usually Common) + 1/8 + + + + + + Waterdeep: Dragon Heist p. 197 + + Spear + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. + Spear|3|1d6 + 1 + + Source: Waterdeep: Dragon Heist p. 197 + + + + Hashalaq Quori + M + aberration + Lawful Evil + 17 (natural armor) + 99 (18d8 + 18) + walk 40 ft. + 12 + 14 + 13 + 18 + 16 + 18 + Wis +7, Cha +8 + Arcana +12, History +12, Insight +11, Persuasion +8 + 13 + Common, Quori + 9 + psychic + + + charmed, frightened + darkvision 60 ft. + Eberron: Rising from the Last War p. 305 + + Multiattack + The quori uses its Mind Thrust twice. + + + Idyllic Touch + Melee Spell Attack: +8 to hit, reach 5 ft., one target. 9 (1d10 + 4) force damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or fall prone in a fit of laughter. + Idyllic Touch|8|1d10 + 4 + + + Mind Thrust + The quori targets a creature it can see within 60 feet of it. The target must make a DC 16 Wisdom saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. + + + Possession (Recharge 6) + One humanoid that the quori can see within 5 feet of it must succeed on a DC 16 Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is incapacitated and loses control of its body. The quori now controls the body but doesn't deprive the target of awareness. The quori can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. + The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the dispel evil and good spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this quori's Possession for 24 hours after succeeding on the saving throw or after the possession ends. + + + Empathic Feedback + When the quori takes damage from a creature it can see within 60 feet of it, the quori can force that creature to succeed on a DC 16 Intelligence saving throw or take 11 (2d10) psychic damage. + + + Innate Spellcasting (Psionics) + The quori's spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components: + At will: charm person + 1/day: dominate person, dream + 3/day each: detect thoughts, disguise self, suggestion + + charm person, dominate person, dream, detect thoughts, disguise self, suggestion + Hashalaq quori are loremasters and judges, and are commonly known as dreamstealers. In their natural form, hashalaqs are composed of hundreds of translucent tendrils. They can compress and configure these tendrils to form a wide range of simple shapes. A point of blue light suspended within its tendrils serves as the hashalaq's sensory organ, which can be moved around to suit the creature's current shape. + The Power of Pleasure: + Hashalaq quori have studied their mortal prey for centuries. Inhabiting human bodies as Inspired has granted the hashalaq a deep understanding of the hedonistic urges of humanity. As a result, they have developed numerous ways to control humanoids through pleasure—even as they have developed a taste for such things themselves. + The Learned of Dal Quor: + Hashalaq quori are the loremasters of Dal Quor. Even those hashalaqs who don't make use of Inspired vessels dedicate themselves to studying Eberron and the planes, and they are among the few quori castes whose members understand the ways of magic. In Dal Quor, the hashalaq quori are typically found as advisors to the kalaraq. They also serve as judges, policing the quori and ensuring that the rivalries of the tsucora never threaten the greater plans of the Dreaming Dark. + Dal Quor is the plane of dreams and is currently dominated by a dark power known as il-Lashtavar, or the Dreaming Dark. Il-Lashtavar is served by a host of aberrations that are the embodiments of dreams and nightmares—the quori. Because it is difficult for anything to physically travel to or from Dal Quor, quori in Eberron are typically encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter. + Source: Eberron: Rising from the Last War p. 305 + + + + Inspired + M + humanoid (human) + Lawful Evil + 12, 15 (with mage armor) + 40 (9d8) + walk 30 ft. + 11 + 14 + 10 + 16 + 10 + 16 + Int +5, Wis +2 + Deception +7, Insight +2, Persuasion +7 + 10 + Common, Quori + 2 + psychic + + + charmed, frightened + + Eberron: Rising from the Last War p. 294 + + Dual Mind + The Inspired has advantage on Wisdom saving throws. + + + Multiattack + The Inspired makes two crysteel dagger attacks. It can replace one attack with vicious mockery. + + + Crysteel Dagger + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage plus 10 (3d6) force damage. + Crysteel Dagger|4|1d4 + 2 + + + Vicious Mockery (Cantrip) + The Inspired unleashes a string of insults laced with subtle enchantments at one creature it can see within 60 feet of it. If the target can hear the Inspired, the target must succeed on a DC 13 Wisdom saving throw or take 2 (1d4) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. + + + Variant: Quori Vessel + The Inspired are vessels for quori spirits, allowing the quori to manifest a portion of their power while the vessel is possessed. An Inspired can gain benefits depending on the type of quori possessing it. The quori also gains access to the Inspired's knowledge and features. + + + Suggestion (3/Day) + The Inspired can cast the suggestion spell (spell save DC 13), requiring no material components. + + + All Around Vision + The Inspired can't be surprised. + + + Arcane Eye (3/Day) + The Inspired can cast the arcane eye spell, requiring no material components. + + + Fear (1/Day) + The Inspired can cast the fear spell (spell save DC 13), requiring no material components. + + + Innate Spellcasting (Psionics) + The Inspired's spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components: + At will: mage hand, vicious mockery (see "Actions" below) + 1/day each: charm person, dissonant whispers, hex, hold person, mage armor + + mage hand, vicious mockery, charm person, dissonant whispers, hex, hold person, mage armor + The rulers of distant Sarlona are known as the Inspired. These noble families are said to be bound to celestial spirits that guide and empower them, but the truth is far darker. The Inspired are the mortal hosts of the nightmare spirits of Dal Quor, and they carry out the foul agenda of the Dreaming Dark. + Any humanoid who can dream can volunteer to serve as a quori vessel. But the Inspired of Sarlona are humans bred to be such vessels. They have no choice in this destiny, since they can't resist quori possession. Physically, Inspired resemble the kalashtar, possessing an almost supernatural beauty. + Most of the people of the Five Nations have heard of the Inspired lords in Riedra—never realizing that Inspired are spread throughout Khorvaire as well. Beggars and generals, mayors and merchants might all be secret servants of the Dreaming Dark. Such Inspired have to willingly accept quori possession, but the Dreaming Dark has long experience in weaving dreams that can convince mortals to surrender their bodies. + Source: Eberron: Rising from the Last War p. 294 + + + + Kalaraq Quori + M + aberration + Lawful Evil + 18 (natural armor) + 161 (19d8 + 76) + walk 30 ft., fly 60 ft. + 12 + 21 + 18 + 23 + 24 + 25 + Int +12, Wis +13, Cha +13 + Deception +13, Perception +13, Persuasion +13 + 23 + all, telepathy 120 ft. + 19 + cold, necrotic, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks + + + blinded, charmed, exhaustion, frightened, grappled, paralyzed, petrified, prone, restrained + truesight 120 ft. + Eberron: Rising from the Last War p. 306 + + All-Around Vision + The quori can't be surprised while it isn't incapacitated. + + + Incorporeal Movement + The quori 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. + + + Magic Resistance + The quori has advantage on saving throws against spells and other magical effects. + + + Multiattack + The quori makes two Soul Binding attacks. Alternatively, it can make four attacks with Arcane Blast. + + + Arcane Blast + Ranged Spell Attack: +13 to hit, range 120 ft., one target. 12 (1d10 + 7) force damage. + Arcane Blast|13|1d10 + 7 + + + Soul Binding + Melee Spell Attack: +13 to hit, reach 5 ft., one target. 29 (4d10 + 7) necrotic damage. A creature reduced to 0 hit points from this attack dies and has its soul imprisoned in one of the quori's eyes. The target can't be revived by any means short of a wish spell until the quori is destroyed. + Soul Binding|13|4d10 + 7 + + + Mind Seed (1/Day) + The quori touches one humanoid, which must succeed on a DC 21 Intelligence saving throw or be cursed. The curse lasts until it's removed by a remove curse or greater restoration spell. + The cursed target suffers 1 level of exhaustion every 24 hours, and finishing a long rest doesn't reduce its exhaustion. If the cursed target reaches exhaustion level 6, it doesn't die; it instead becomes a thrall under the quori's control, and all its exhaustion is removed. Only the wish spell can free the thrall from this control. + + + Swarm of Eyes (Recharge 6) + The quori creates a swarm of spectral eyes that fills a 30-foot-radius sphere centered on a point it can see within 60 feet of it. Each creature in that area must make a DC 21 Wisdom saving throw. On a failure, a creature takes 45 (10d8) psychic damage, and it is blinded for 1 minute. On a success, a creature takes half as much damage and isn't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Possession (Recharge 6) + One humanoid that the quori can see within 5 feet of it must succeed on a DC 21 Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is incapacitated and loses control of its body. The quori now controls the body but doesn't deprive the target of awareness. The quori can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. + The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the dispel evil and good spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this quori's Possession for 24 hours after succeeding on the saving throw or after the possession ends. + + + Innate Spellcasting (Psionics) + The quori's spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no components: + At will: arcane eye + 3/day each: clairvoyance, confusion, dream, eyebite + + arcane eye, clairvoyance, confusion, dream, eyebite + The most powerful quori are the kalaraqs, also known as eyebinders—entities formed of pure shadow that is outlined by a nimbus of energy. A host of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has consumed. + Kalaraq quori guide the quori race, and the Devourer of Dreams—the personal emissary of the Dreaming Dark—is of this order. Although the kalaraqs never fight one another overtly, each has its own agenda, and each hopes to someday seize the throne of the Devourer of Dreams. Because of this internal conflict, it is unusual for a kalaraq to leave Dal Quor to inhabit a mortal vessel and become one of the Inspired. + Dal Quor is the plane of dreams and is currently dominated by a dark power known as il-Lashtavar, or the Dreaming Dark. Il-Lashtavar is served by a host of aberrations that are the embodiments of dreams and nightmares—the quori. Because it is difficult for anything to physically travel to or from Dal Quor, quori in Eberron are typically encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter. + Source: Eberron: Rising from the Last War p. 306 + + + + Kalashtar + M + humanoid (kalashtar) + Any alignment + 12 + 16 (3d8 + 3) + walk 30 ft. + 12 + 14 + 12 + 13 + 15 + 15 + + Acrobatics +4, Insight +4, Persuasion +6 + 12 + Common, telepathy 20 ft. + 1/4 + psychic + + + + + Eberron: Rising from the Last War p. 317 + + Dual Mind + The kalashtar has advantage on Wisdom saving throws. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|4|1d4 + 2 + + + Mind Thrust + The kalashtar targets a creature it can see within 30 feet of it. The target must succeed on a DC 12 Wisdom saving throw or take 11 (2d10) psychic damage. + + The kalashtar have bonded with good-aligned quori spirits, which communicate with their hosts through dreams and visions. Descended from monks who offered their bodies as sanctuaries to those quori escaping the evil of Dal Quor, the kalashtar now fight to herald in a new age of light and balance. + Source: Eberron: Rising from the Last War p. 317 + + + + Karrnathi Undead Soldier + M + undead + Lawful Evil + 17 (half plate armor) + 52 (7d8 + 21) + walk 30 ft. + 16 + 14 + 16 + 12 + 13 + 5 + + Athletics +5, Perception +3 + 13 + Common + 3 + cold, poison + + + charmed, frightened, poisoned + darkvision 60 ft. + Eberron: Rising from the Last War p. 295 + + Pack Tactics + The soldier has advantage on an attack roll against a creature if at least one of the soldier's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Undead Fortitude + If damage reduces the soldier 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 soldier drops to 1 hit point instead. + + + Multiattack + The soldier attacks three times with one of its weapons. + + + Longsword + 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. + Longsword|5|1d8 + 3 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow|4|1d8 + 2 + + + Parry + The soldier adds 3 to its AC against one melee attack that would hit it. To do so, the soldier must see the attacker and be wielding a melee weapon. + + Undead soldiers form the elite core of the army of Karrnath. Fearless and tireless, they are a terrifying sight on the battlefield. With the end of the Last War, most Karrnathi undead have been sealed in vaults below the city of Atur. However, the Karrnathi army keeps numerous undead in its service, while others have been commandeered by the malevolent Order of the Emerald Claw. + The Odakyr Rites: + The nation of Karrnath has a proud martial heritage, and its soldiers are unmatched in discipline. But in the early years of the Last War, Karrnath was crippled by famine and plague. In desperation, King Kaius I embraced the Blood of Vol, whose priests bolstered the armies of Karrnath with undead. + Initially, those skeletons and zombies required constant control and served as cannon fodder. Over decades, a high priest named Malevanor worked with the necromancers of the Blood of Vol to develop the Odakyr Rites, which grant Karrnathi undead the ability to make tactical decisions and operate without direct guidance. + The Odakyr Rites work only when performed on the remains of a soldier slain in battle, and only in manifest zones tied to the plane of Mabar. The most significant such zones in Karrnath exist in the cities of Atur and Odakyr (now called Fort Bones). The number of Karrnathi undead soldiers steadily increased over the course of the war, with the losses of Karrnath's living troops offset by the recovery and raising of their remains. + Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath. However, many Karrns fear that the undead are vessels for a darker power—and that Lady Illmarrow or someone else will turn the undead against the living. + Intelligent and Inhuman: + Karrnathi undead bear little resemblance to the people they were in life. These undead are content to stand motionless and silent for days. They show no emotion, and certainly no mercy or compassion. Undead soldiers kill any opposing forces—including civilians among those forces—unless given explicit instructions to the contrary. + A few exceptional Karrnathi undead retain their individuality and the memories of their former lives. Such undead are often found as champions of the Blood of Vol or agents of the Order of the Emerald Claw. + Undead Nature: + A Karrnathi undead soldier doesn't require air, food, drink, or sleep. + Source: Eberron: Rising from the Last War p. 295 + + + + Lady Illmarrow + M + undead + Neutral Evil + 19 (natural armor) + 199 (21d8 + 105) + walk 30 ft., fly 40 ft. + 16 + 16 + 20 + 27 + 21 + 24 + Con +12, Int +15, Wis +12 + Arcana +15, History +15, Insight +12, Perception +12 + 22 + Common, Draconic, Elvish + 22 + cold, lightning + necrotic, poison; bludgeoning, piercing, slashing from nonmagical attacks + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned + truesight 120 ft. + Eberron: Rising from the Last War p. 296 + + Legendary Resistance (3/Day) + If Illmarrow fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Illmarrow has advantage on saving throws against spells and other magical effects. + + + Rejuvenation + Illmarrow's body turns to dust when she drops to 0 hit points, and her equipment is left behind. She gains a new body after 1d10 days, regaining all her hit points and becoming active again. The new body appears within two hundred miles of the location at which she was destroyed. + + + Chill Touch (Cantrip) + Ranged Spell Attack: +15 to hit, range 120 ft., one creature. 18 (4d8) necrotic damage, and the target can't regain hit points until the start of Illmarrow's next turn. If the target is undead, it also has disadvantage on attack rolls against Illmarrow until the end of her next turn. + Chill Touch (Cantrip)|15|4d8 + + + Paralyzing Claw + Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. 13 (3d6 + 3) slashing damage plus 10 (3d6) cold damage, and the target must succeed on a DC 20 Constitution saving throw or be paralyzed 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. + Paralyzing Claw|10|3d6 + 3 + + + Poison Breath (Recharge 5-6) + Illmarrow exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, a creature takes 35 (10d6) poison damage and is poisoned for 1 minute. While poisoned in this way, the creature can't regain hit points. On a successful save, the creature takes half as much damage and isn't poisoned. + A humanoid reduced to 0 hit points by this damage dies and rises at the start of Illmarrow's next turn as a zombie. The zombie acts immediately after Illmarrow in the initiative count and is permanently under her command, following her verbal orders. + + + Lady 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. Lady regains spent legendary actions at the start of its turn. + + + Cantrip + Illmarrow casts a cantrip. + + + Paralyzing Claw + Illmarrow uses her Paralyzing Claw. + + + Frightening Presence (Costs 2 Actions) + Illmarrow targets up to three creatures she can see within 30 feet of her. Each target must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Illmarrow's Frightening Presence for the next 24 hours. + + + Poison Breath (Costs 3 Actions) + Illmarrow recharges her Poison Breath and uses it. + + + Spellcasting + Illmarrow is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Illmarrow has the following wizard spells prepared: + Cantrips (at will): chill touch (see "Actions" below), fire bolt, mage hand, prestidigitation, ray of frost + • 1st level (4 slots): magic missile, shield, sleep + • 2nd level (3 slots): blur, detect thoughts, mirror image + • 3rd level (3 slots): animate dead, counterspell, fireball, fly, lightning bolt + • 4th level (3 slots): blight, confusion, polymorph + • 5th level (3 slots): cloudkill, cone of cold, hold monster, scrying + • 6th level (2 slots): chain lightning, circle of death, create undead, scrying + • 7th level (2 slots): finger of death, forcecage, prismatic spray + • 8th level (1 slots): incendiary cloud, maze + • 9th level (1 slots): power word kill, time stop + + 4, 3, 3, 3, 3, 2, 2, 1, 1 + chill touch, fire bolt, mage hand, prestidigitation, ray of frost, magic missile, shield, sleep, blur, detect thoughts, mirror image, animate dead, counterspell, fireball, fly, lightning bolt, blight, confusion, polymorph, cloudkill, cone of cold, hold monster, scrying, chain lightning, circle of death, create undead, scrying, finger of death, forcecage, prismatic spray, incendiary cloud, maze, power word kill, time stop + Lady Illmarrow is a legend—an ancient lich said to dwell in a castle of bone and ice in the coldest regions of the Lhazaar Principalities. Some stories say that she is served by a legion of undead and that she maintains a court of vampires and ghosts in her palace of ice. Other tales claim that when anyone dies in Lhazaar, Illmarrow chooses whether to take their soul before it passes on to the Keeper and Dolurrh. + But Lady Illmarrow is no folk tale. She is the greatest necromancer in Eberron, and after centuries of silence, she is setting ancient plots into motion at last. She is the power behind the Order of the Emerald Claw, but her motives for founding the order are buried in her past. Lady Illmarrow has no interest in ruling the living. Rather, she seeks to become Queen of the Dead. + The Mark of Death: + Illmarrow is a fiefdom on the isle of Farlnen—home to a community of elves exiled from Aerenal, who have practiced necromancy for centuries. But Lady Illmarrow's roots extend far beyond her island domain. + Long ago, it was revealed that the elven line of Vol—a house that practiced the art of necromancy and bore the Dragonmark of Death—was engaged in secret blood rites with a clan of dragons. The discovery of this pact triggered an unprecedented alliance between the Sibling Kings of Aerenal and the dragons of Argonnessen. The Sibling Kings proclaimed that House Vol would be exterminated to the last member, and the Mark of Death would be eliminated from the world. + The line of Vol had long been rivals of the Undying Court, and many whisper even today that the attack on House Vol was nothing more than an excuse to eliminate a political rival. But others believe that what the Undying Court truly feared was a path shown in the Draconic Prophecy—that a child born of dragon and elf could become a godlike avatar of death. + Illmarrow Rises: + Even as dragons and elves fought to destroy the line of Vol, a child was born to the house: Erandis. A scion of elf and dragon, Erandis bore a Mark of Death unlike any other. In time, it might have been her gateway to immortality and unrivaled power, but she was hunted down and killed long before she could master the mark's magic. Her mother, Minara Vol, escaped with her daughter's body to the icy reaches of Farlnen, far from the conflict. There, Minara unleashed all her necromantic power to raise Erandis as a lich. + As an undead being, Erandis lost the use of her dragonmark. Thus, when the diviners of Aerenal asked if the line of Vol had been exterminated and the Mark of Death destroyed, they received a vision affirming that the bloodline of Vol was no more. To the world, the last survivor of that bloodline is known as Lady Illmarrow. But in truth, she is Erandis Vol, heir to the Mark of Death. + Trapped in Undeath: + When Minara restored Erandis as a lich, she hid her daughter's phylactery, weaving enchantments into it that cause Erandis to be reborn in a random safe haven after she is destroyed. Thus, even Erandis herself doesn't know the location or form of her phylactery. + Lady Illmarrow and the Blood of Vol + The Blood of Vol and Lady Illmarrow are both legacies of the line of Vol, but they aren't one and the same. As far as the world knows, the line of Vol was exterminated. Followers of the Blood of Vol who have heard of Lady Illmarrow believe that she's a champion of their faith, but they don't worship or serve her. And the powers of priests of the Blood of Vol don't come from Lady Illmarrow. + Source: Eberron: Rising from the Last War p. 296 + + + + Living Burning Hands + M + construct + Unaligned + 15 (natural armor) + 15 (2d8 + 6) + walk 25 ft., fly 25 ft. + 10 + 12 + 16 + 3 + 6 + 6 + + + 8 + + 1 + bludgeoning, piercing, slashing from nonmagical attacks + fire + + blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone + darkvision 60 ft. + Eberron: Rising from the Last War p. 298 + + Amorphous + The living spell can move through a space as narrow as 1 inch wide without squeezing. + + + Magic Resistance + The living spell has advantage on saving throws against spells and other magical effects. + + + Magical Strike + Melee Spell Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) fire damage. + Magical Strike|5|1d6 + 3 + + + Spell Mimicry (Recharge 5-6) + The living spell unleashes a thin sheet of flames in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. + + Constructed Nature: + A living spell doesn't require air, food, drink, or sleep. + Of all the anomalies that emerged from the magical cataclysm that created the Mournland, the appearance of living spells might be the most mysterious. In some unknown fashion, the magical energy unleashed during the Last War caused spell effects to take on sentience. A living spell appears much like a normal spell effect, except that its magical energy endures indefinitely. + Living spells haunt the Mournland and other areas blasted by the Last War, somehow subsisting on ambient magical energy as they writhe and across the landscape. Though they have no need for sustenance, they attack any creatures they come into contact with, lashing out indiscriminately with their corrupted magic. + Customizing a Living Spell: + Living spells come in many varieties; the stat blocks here are three examples. Living spells most often manifest from evocation and conjuration spells. To make a living spell from a different spell, choose a damage-dealing evocation or conjuration spell from the wizard spell list of up to 5th level. Then consult the Living Spell Customization table to see which stat block to customize, based on the chosen spell's level. + Spell Level | Stat Block to Customize + 1–2 | Living burning hands + 3–4 | Living lightning bolt + 5 | Living cloudkill + + Now make the following changes to that stat block: + Damage Immunity. Replace the living spell's damage immunity with immunity to the type (or types) of damage dealt by the chosen spell. + Magical Strike. Replace the damage that Magical Strike deals with one type of damage dealt by the chosen spell. + Spell Mimicry. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw, use spell save DC from the replaced spell, and if the spell involves an attack roll, use the attack bonus from the living spell's Magical Strike. + For example, if you turn fireball (a 3rd-level spell) into a living spell, customize the living lightning bolt. The living fireball has immunity to fire damage, instead of lightning damage; deals fire damage with its Magical Strike; and replicates fireball with Spell Mimicry. + Source: Eberron: Rising from the Last War p. 298 + + + + Living Cloudkill + L + construct + Unaligned + 15 (natural armor) + 73 (7d10 + 35) + walk 25 ft., fly 25 ft. + 10 + 15 + 14 + 3 + 11 + 6 + + + 10 + + 7 + bludgeoning, piercing, slashing from nonmagical attacks + poison + + blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone + darkvision 60 ft. + Eberron: Rising from the Last War p. 299 + + Amorphous + The living spell can move through a space as narrow as 1 inch wide without squeezing. + + + Magic Resistance + The living spell has advantage on saving throws against spells and other magical effects. + + + Multiattack + The living spell makes two Magical Strike attacks. + + + Magical Strike + Melee Spell Attack: +8 to hit, reach 10 ft., one target. 22 (5d6 + 5) poison damage. + + + Spell Mimicry (Recharge 5-6) + The living spell creates a 40-foot-diameter sphere of fog within 60 feet of it (the fog spreads around corners). When a creature enters the fog for the first time on a turn or starts its turn there, it must make a DC 16 Constitution saving throw, taking 22 (5d8) poison damage on a failed save, or half as much damage on a successful one. + The fog moves 10 feet away from the living spell at the start of each of its turns, rolling along the ground and through openings. The fog lasts for 10 minutes or until the living spell's concentration ends (as if concentrating on a spell). + + Constructed Nature: + A living spell doesn't require air, food, drink, or sleep. + Of all the anomalies that emerged from the magical cataclysm that created the Mournland, the appearance of living spells might be the most mysterious. In some unknown fashion, the magical energy unleashed during the Last War caused spell effects to take on sentience. A living spell appears much like a normal spell effect, except that its magical energy endures indefinitely. + Living spells haunt the Mournland and other areas blasted by the Last War, somehow subsisting on ambient magical energy as they writhe and across the landscape. Though they have no need for sustenance, they attack any creatures they come into contact with, lashing out indiscriminately with their corrupted magic. + Customizing a Living Spell: + Living spells come in many varieties; the stat blocks here are three examples. Living spells most often manifest from evocation and conjuration spells. To make a living spell from a different spell, choose a damage-dealing evocation or conjuration spell from the wizard spell list of up to 5th level. Then consult the Living Spell Customization table to see which stat block to customize, based on the chosen spell's level. + Spell Level | Stat Block to Customize + 1–2 | Living burning hands + 3–4 | Living lightning bolt + 5 | Living cloudkill + + Now make the following changes to that stat block: + Damage Immunity. Replace the living spell's damage immunity with immunity to the type (or types) of damage dealt by the chosen spell. + Magical Strike. Replace the damage that Magical Strike deals with one type of damage dealt by the chosen spell. + Spell Mimicry. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw, use spell save DC from the replaced spell, and if the spell involves an attack roll, use the attack bonus from the living spell's Magical Strike. + For example, if you turn fireball (a 3rd-level spell) into a living spell, customize the living lightning bolt. The living fireball has immunity to fire damage, instead of lightning damage; deals fire damage with its Magical Strike; and replicates fireball with Spell Mimicry. + Source: Eberron: Rising from the Last War p. 299 + + + + Living Lightning Bolt + L + construct + Unaligned + 15 (natural armor) + 57 (6d10 + 24) + walk 25 ft., fly 25 ft. + 10 + 15 + 18 + 3 + 10 + 6 + + + 10 + + 5 + bludgeoning, piercing, slashing from nonmagical attacks + lightning + + blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone + darkvision 60 ft. + Eberron: Rising from the Last War p. 299 + + Amorphous + The living spell can move through a space as narrow as 1 inch wide without squeezing. + + + Magic Resistance + The living spell has advantage on saving throws against spells and other magical effects. + + + Multiattack + The living spell makes two Magical Strike attacks. + + + Magical Strike + Melee Spell Attack: +7 to hit, reach 10 ft., one target. 21 (5d6 + 4) lightning damage. + Magical Strike|7|5d6 + 4 + + + Spell Mimicry (Recharge 5-6) + The living spell unleashes a stroke of lightning in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one. + + Constructed Nature: + A living spell doesn't require air, food, drink, or sleep. + Of all the anomalies that emerged from the magical cataclysm that created the Mournland, the appearance of living spells might be the most mysterious. In some unknown fashion, the magical energy unleashed during the Last War caused spell effects to take on sentience. A living spell appears much like a normal spell effect, except that its magical energy endures indefinitely. + Living spells haunt the Mournland and other areas blasted by the Last War, somehow subsisting on ambient magical energy as they writhe and across the landscape. Though they have no need for sustenance, they attack any creatures they come into contact with, lashing out indiscriminately with their corrupted magic. + Customizing a Living Spell: + Living spells come in many varieties; the stat blocks here are three examples. Living spells most often manifest from evocation and conjuration spells. To make a living spell from a different spell, choose a damage-dealing evocation or conjuration spell from the wizard spell list of up to 5th level. Then consult the Living Spell Customization table to see which stat block to customize, based on the chosen spell's level. + Spell Level | Stat Block to Customize + 1–2 | Living burning hands + 3–4 | Living lightning bolt + 5 | Living cloudkill + + Now make the following changes to that stat block: + Damage Immunity. Replace the living spell's damage immunity with immunity to the type (or types) of damage dealt by the chosen spell. + Magical Strike. Replace the damage that Magical Strike deals with one type of damage dealt by the chosen spell. + Spell Mimicry. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw, use spell save DC from the replaced spell, and if the spell involves an attack roll, use the attack bonus from the living spell's Magical Strike. + For example, if you turn fireball (a 3rd-level spell) into a living spell, customize the living lightning bolt. The living fireball has immunity to fire damage, instead of lightning damage; deals fire damage with its Magical Strike; and replicates fireball with Spell Mimicry. + Source: Eberron: Rising from the Last War p. 299 + + + + Magewright + M + humanoid (any race) + Any alignment + 11 + 9 (2d8) + walk 30 ft. + 11 + 13 + 10 + 14 + 14 + 12 + + Arcana +4 + 12 + Common plus any two languages + 0 + + + + + + Eberron: Rising from the Last War p. 318 + + Dagger + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage. + Dagger|3|1d4 + 1 + + + Spellcasting + The magewright's spellcasting ability is Intelligence (spell save DC 12). To cast one of its rituals, the magewright must provide additional material components whose value in gold pieces is 20 times the spell's level. These components are consumed when the ritual is finished. The magewright knows the following spells: + At will: mage hand, prestidigitation + Rituals: knock + + mage hand, prestidigitation + In Khorvaire, magic is part of everyday life. A chef might use prestidigitation to heat and season food, while a blacksmith uses mending to perform minor repairs and guidance to help inspire their work. Those who work minor magic into their labors are called magewrights. + Far more limited in magical power than a typical spellcaster, a magewright is dedicated to learning a handful of spells, and magewrights cast their non-cantrip spells as rituals—even spells that can't normally be cast in this way. Most magewright rituals take 10 minutes to perform, but certain complex rituals can take up to 1 hour. However long the ritual takes, it requires extra material components, usually in the form of dragonshards. + Creating a Magewright: + The magewright stat block provides the baseline statistics for a magewright. You then add to that baseline by choosing a specialty from the Magewright Specialties table, or roll for one. The specialty determines additional spells the magewright knows, including ones that can be cast only as rituals. The specialty also gives the magewright more proficiencies. + d8 | Specialty | Spells | Proficiencies + 1 | Artisan | Guidance, mending | One type of artisan's tools + 2 | Entertainer | Minor illusion, thaumaturgy. Ritual only: disguise self. | Performance (+3) + 3 | Healer | Resistance, spare the dying. Ritual only: detect poison and disease, lesser restoration (1 hour). | Medicine (+4), herbalism kit + 4 | Lamplighter | Light. Ritual only: continual flame (1 hour). | Tinker's tools + 5 | Locksmith | Mending. Ritual only: arcane lock (1 hour), knock. | Thieves' tools, tinker's tools + 6 | Mediator | Guidance. Ritual only: comprehend languages, zone of truth. | Insight (+4), Persuasion (+3) + 7 | Medium | Minor illusion. Ritual only: speak with dead. | Deception (+3), Religion (+4) + 8 | Oracle | Guidance. Ritual only: augury, divination (1 hour). | History (+4), Religion (+4) + + Source: Eberron: Rising from the Last War p. 318 + + + + Mordakhesh + M + fiend + Lawful Evil + 18 (plate armor) + 170 (20d8 + 80) + walk 40 ft. + 20 + 16 + 18 + 15 + 17 + 20 + Str +10, Con +9, Wis +8, Cha +10 + Athletics +10, Insight +8, Perception +8, Persuasion +10 + 18 + Common, Infernal + 15 + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + piercing from magic weapons wielded by good creatures + + darkvision 60 ft. + Eberron: Rising from the Last War p. 301 + + Limited Magic Immunity + Mordakhesh can't be affected or detected by spells of 6th level or lower unless he wishes to be. Mordakhesh has advantage on saving throws against all other spells and magical effects. + + + Multiattack + Mordakhesh makes three greatsword attacks. + + + Greatsword + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage plus 5 (1d10) force damage. + Greatsword|10|2d6 + 5 + + + Chromatic Orb + Ranged Spell Attack: +10 to hit, range 120 ft., one creature. 13 (3d8) damage of a type chosen by Mordakhesh: acid, cold, fire, lightning, poison, or thunder. + + + Mordakhesh 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. Mordakhesh regains spent legendary actions at the start of its turn. + + + Attack + Mordakhesh makes one weapon attack or casts chromatic orb. + + + Chromatic Resistance + Modakhesh gains resistance to one damage type of his choice—acid, cold, fire, lightning, poison, or thunder—until the start of his next turn. + + + Warlord's Command (Costs 2 Actions) + Mordakhesh targets up to two allies that he can see within 30 feet of him. If a target can see and hear him, the target can make one weapon attack as a reaction and gains advantage on the attack roll. + + + Innate Spellcasting + Mordakhesh's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Mordakhesh can innately cast the following spells, requiring no material components: + At will: chromatic orb (see "Actions" below), detect thoughts, disguise self + 1/day each: banishing smite, destructive wave, fly, mass suggestion, staggering smite, suggestion, true seeing + + chromatic orb, detect thoughts, disguise self, banishing smite, destructive wave, fly, mass suggestion, staggering smite, suggestion, true seeing + In the age when fiends and dragons waged war across Eberron, rakshasas served the fiendish lords as strategists and generals. A rakshasa named Mordakhesh rose up through the ranks to become one of the greatest commanders of his age, and a dragon-slaying specialist. For this, he earned the nickname Shadowsword, along with a legendary reputation for leaving death in his wake. + Mordakhesh serves as the prakhutu or "speaker" of his imprisoned master, Rak Tulkhesh, and he seeks to free his lord by bathing the world in blood. Like a spider with multiple webs, he has agents and pawns (which he calls his "claws") established in armies across Khorvaire. The most significant of those is the barbarian horde he amasses in the Demon Wastes—warriors who threaten to sweep into Aundair on a tide of blood. + Many of the horrors of the Last War were instigated—or at least encouraged—by Mordakhesh's operatives, and his claws are known to have perpetrated some of the most brutal massacres of that conflict. No one knows how far the Shadowsword's reach extends, or which commanders in the armies of Khorvaire serve him. + Source: Eberron: Rising from the Last War p. 301 + + + + Radiant Idol + L + celestial + Lawful Evil + 18 (natural armor) + 142 (15d10 + 60) + walk 40 ft. + 23 + 18 + 19 + 17 + 20 + 21 + Wis +9, Cha +9 + Deception +9, Insight +9, Perception +9, Persuasion +9 + 19 + all, telepathy 120 ft. + 11 + radiant; bludgeoning, piercing, slashing from nonmagical attacks + + + charmed, exhaustion, frightened + darkvision 120 ft. + Eberron: Rising from the Last War p. 308 + + Aura of False Divinity + A creature that starts its turn within 30 feet of the radiant idol must make a DC 17 Wisdom saving throw, provided the radiant idol isn't incapacitated. On a failed save, the creature is charmed by the radiant idol. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, a creature is immune to this radiant idol's Aura of False Divinity for 24 hours. + + + Magic Resistance + The radiant idol has advantage on saving throws against spells and other magical effects. + + + Multiattack + The radiant idol makes two melee attacks. + + + Flail + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 10 (1d8 + 6) bludgeoning damage plus 18 (4d8) radiant damage. + Flail|10|1d8 + 6 + + + Radiant Strike (1/Day) + The radiant idol chooses a point on the ground it can see within 60 feet of it. A 30-foot-radius, 40-foot-high cylinder of bright light appears there until the start of the radiant idol's next turn. Each creature in the cylinder when it appears or that ends its turn there must make a DC 17 Constitution saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one. + + + Innate Spellcasting + The radiant idol's spellcasting ability is Charisma (spell save DC 17). The radiant idol can innately cast the following spells, requiring no material components: + At will: charm person, cure wounds, disguise self, thaumaturgy + 1/day each: commune, dominate person, insect plague, mass suggestion, raise dead + + charm person, cure wounds, disguise self, thaumaturgy, commune, dominate person, insect plague, mass suggestion, raise dead + A radiant idol was an angel that was banished from the celestial realm of Syrania and cast down to the Material Plane. One sin led to their fall: the desire to be worshiped by mortals. Now in the mortal realm, most radiant idols gather cults of devoted followers. + Fallen Angels: + The insatiable hunger to be adored can transform a fallen angel, physically and mentally. In its true form, a radiant idol appears to be a warped angel. It might have bloody stumps in place of its wings, or its wings could be weighted down with chains representing its pride. A radiant idol uses disguise self to hide its corruption, presenting an image of celestial glory. + The Weight of Corruption: + When a radiant idol achieves a sizable following through silvered words and demonstrations of power, its facade begins to crack, and a downward spiral ensues. As the radiant idol sinks deeper into the realm of material power, it begins twisting its followers, leading them ever deeper into ominous ritualism, hedonistic folly, and fanatical doom. + Immortal Nature: + A radiant idol doesn't require food, drink, or sleep. + Source: Eberron: Rising from the Last War p. 308 + + + + Rak Tulkhesh + H + fiend + Neutral Evil + 23 (natural armor) + 478 (33d12 + 264) + walk 40 ft., climb 40 ft., fly 80 ft. + 29 + 19 + 27 + 21 + 22 + 26 + Str +17, Con +16, Wis +14, Cha +16 + Athletics +17, Intimidation +16, Perception +14 + 24 + all, telepathy 120 ft. + 28 + cold, fire, lightning + poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, exhaustion, frightened, paralyzed, poisoned, stunned + truesight 120 ft. + Eberron: Rising from the Last War p. 303 + + Deadly Critical + Rak Tulkhesh scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice. + + + Legendary Resistance (3/Day) + If Rak Tulkhesh fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Rak Tulkhesh has advantage on saving throws against spells and other magical effects. + + + Whirlwind of Weapons + A magical aura of weapons surrounds Rak Tulkhesh in a 10 foot radius. At the start of each of his turns, any other creature in the aura takes 14 (4d6) force damage. + + + Multiattack + Rak Tulkhesh makes four weapon attacks. + + + Spawned Melee Weapon + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 28 (3d12 + 9) force damage. + Spawned Melee Weapon|17|3d12 + 9 + + + Spawned Ranged Weapon + Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. 17 (3d8 + 4) force damage. + Spawned Ranged Weapon|12|3d8 + 4 + + + Change Shape + Rak Tulkhesh magically polymorphs into a humanoid, beast, or giant that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (his choice). + In a new form, Rak Tulkhesh retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + + + Rak 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. Rak regains spent legendary actions at the start of its turn. + + + Attack + Rak Tulkhesh makes one weapon attack. + + + End Magic (Costs 2 Actions) + Rak Tulkhesh casts dispel magic. + + + Provoke Rage (Costs 3 Actions) + Each creature within 60 feet of Rak Tulkhesh must succeed on a DC 24 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, it makes a ranged weapon attack against a random creature within range, throwing its weapon if necessary. This attack is made with advantage and gains a +4 bonus to the damage roll. + + + Innate Spellcasting + Rak Tulkhesh's spellcasting ability is Charisma (spell save DC 24). He can innately cast the following spells, requiring no material components: + At will: detect thoughts, dispel magic, spirit guardians + 1/day each: banishing smite, blinding smite, staggering smite + + detect thoughts, dispel magic, spirit guardians, banishing smite, blinding smite, staggering smite + Called the Rage of War, Rak Tulkhesh is the incarnation of impulses that drives many mortals to battle. Fear, greed, hatred—these are seeds that the Rage of War sows in the hopes of producing a bloody harvest. + Rak Tulkhesh typically takes the form of a vaguely draconic creature twisted by demonic rage. Covered in iron spikes protruding from his bleeding flesh, this overlord looms fifteen feet high at the shoulders, and his wings span over forty feet. While in combat, Rak Tulkhesh roars in rage as new weapons are spawned from his body, called forth by the Rage of War to slaughter all who dare stand before him. + Khyber Shards: + Rak Tulkhesh's soul is divided among a group of Khyber shards spread through the underworld and is confined to those shards by the light of the Silver Flame. While shattered and bound, the Rage of War can't bring his full power to bear on the world. But he can influence events in the vicinity of any of his shards, drawing power from acts of violence. + The Last War was a boon that allowed Rak Tulkhesh to darken the hearts of soldiers and civilians alike, whose actions then weakened the overlord's bonds to give him even greater sway over the regions surrounding his shards. The violence seen in Thaliost and other occupied cities, the hatred against warforged and Cyran refugees, the calls for a return to war—all these things bear the mark of Rak Tulkhesh's malign influence. + Minions of Rak Tulkhesh: + Any organization that fosters hatred unwittingly serves Rak Tulkhesh, and countless soldiers in the Five Nations are devoted to the Rage of War. Many of the Carrion Tribes of the Demon Wastes likewise serve Rak Tulkhesh and yearn to carry his bloody banner into the soft lands of the south. The minotaurs of Droaam revere Rak Tulkhesh as the Horned Prince. But the most powerful of the overlord's follower's is the rakshasa Mordakhesh the Shadowsword—Rak Tulkhesh's exarch among the Lords of Dust, who commands a host of fiends exerting the overlord's will across Khorvaire. + Immortal Nature: + An overlord doesn't require air, food, drink or sleep. It also can't die permanently. Upon its death, it reforms elsewhere in the multiverse and becomes active again at a time set by the DM. + In the first days of the world, the children of Khyber rose from the darkness to reign over Eberron. The greatest among them were the overlords, who held dominion over a world of fear, war, and death until the children of Eberron and Siberys rose up against them. Armies of dragons fought against the fiends of Khyber. And though the overlords couldn't be destroyed, the couatl sacrificed their lives to build a prison of celestial light: a silver flame that bound the overlords in Khyber once more. These bonds have held for countless generations, but the overlords still yearn to break free and reclaim the world above. + As long as the overlords are bound by the Silver Flame, they can't physically manifest in the world. But each overlord embodies a particular aspect of evil, which grows in strength as their servants—the fiends known as the Lords of Dust—scheme to unleash their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And as they grow stronger, they gain more influence. + Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world. + Source: Eberron: Rising from the Last War p. 303 + + + + Shifter + M + humanoid (shifter) + Any alignment + 14 (leather armor) + 19 (3d8 + 6) + walk 30 ft. + 12 + 16 + 14 + 11 + 15 + 10 + + Acrobatics +5, Insight +4, Nature +2, Perception +4 + 14 + Common + 1/2 + + + + + darkvision 60 ft. + Eberron: Rising from the Last War p. 319 + + Shifting (Recharges after a Short or Long Rest) + As a bonus action, the shifter takes on a more bestial form for 1 minute or until it dies. The shifter gains 5 temporary hit points. It can make a bite attack when it activates this trait and also as a bonus action on each of its turns while in its bestial form. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|5|1d6 + 3 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) piercing damage. + Bite|5|1d4 + 3 + + Shifters are tied to primal spirits, which most of them refer to as the beast within. They are lithe of form and have bestial features: large eyes, flat noses, pointed ears, and light fur over much of their bodies. When a shifter fully embraces the beast within by "shifting," these features become even more pronounced. + Source: Eberron: Rising from the Last War p. 319 + + + + Sul Khatesh + L + fiend + Lawful Evil + 22 (natural armor) + 475 (50d10 + 200) + walk 40 ft., fly 40 ft. + 18 + 21 + 19 + 30 + 22 + 25 + Con +12, Int +18, Wis +14, Cha +15 + Arcana +18, History +18, Insight +14, Religion +18 + 16 + all, telepathy 150 ft. + 28 + cold, fire, lightning + poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + truesight 120 ft. + Eberron: Rising from the Last War p. 304 + + Legendary Resistance (3/Day) + If Sul Khatesh fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Sul Khatesh has advantage on saving throws against spells and other magical effects. + + + Master of Magic + Sul Khatesh has advantage on Constitution saving throws to maintain concentration. + + + Multiattack + Sul Khatesh makes four attacks with Arcane Blast. + + + Arcane Blast + Ranged Spell Attack: +18 to hit, range 120 ft., one target. 15 (1d10 + 10) force damage. + Arcane Blast|18|1d10 + 10 + + + Magic Staff + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 36 (5d12 + 4) force damage. + Magic Staff|12|5d12 + 4 + + + Arcane Cataclysm (Recharges after a Long Rest) + Sul Khatesh conjures orbs of magical energy that plummet to the ground at three different points she can see within 1 mile of her. Each creature in a 40-foot-radius sphere centered on each point must make a DC 26 Dexterity saving throw, taking 71 (11d12) force damage on a failed save or half as much damage on a successful one. A creature in the area of more than one arcane burst is affected only once. The area of each arcane burst then acts as an antimagic field for 1 hour. Sul Khatesh and spells she casts are unaffected by these fields. + + + Change Shape + Sul Khatesh magically polymorphs into a humanoid, beast, or giant that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Sul Khatesh's choice). + In a new form, Sul Khatesh retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + + + Sul 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. Sul regains spent legendary actions at the start of its turn. + + + Attack + Sul Khatesh makes two attacks with her Arcane Blast or one attack with her magic staff. + + + Consume Magic (Costs 2 Actions) + Sul Khatesh targets a creature within 120 feet of her who is concentrating on a spell. The target must succeed on a DC 26 Constitution saving throw or its concentration is broken on the spell, and Sul Khatesh gains 5 temporary hit points per level of that spell. + + + Maddening Secrets (Costs 3 Actions) + Sul Khatesh whispers an arcane secret into the mind of a creature she can see within 60 feet of her. The target must succeed on a DC 26 Wisdom saving throw or expend one of its spell slots of 3rd level or lower and deal 26 (4d12) force damage to each creature within 30 feet of it. A creature that fails the saving throw but can't expend a spell slot is instead stunned until the end of its next turn. + + + Innate Spellcasting + Sul Khatesh's spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). She can innately cast the following spells, requiring no material components: + At will: counterspell, detect magic, detect thoughts, dispel magic, eyebite, fireball, lightning bolt, shield + 3/day each: chain lightning, create undead, dream, hold monster, mass suggestion, scrying + 1/day each: foresight, gate, power word kill, teleport + + counterspell, detect magic, detect thoughts, dispel magic, eyebite, fireball, lightning bolt, shield, chain lightning, create undead, dream, hold monster, mass suggestion, scrying, foresight, gate, power word kill, teleport + Sul Khatesh is known as the Keeper of Secrets and the Queen of Shadows. She embodies the fears and superstitions surrounding magic, from malevolent warlocks to mad wizards, from deadly curses to magical power that draws those who wield it deeper into darkness. + Sul Khatesh is subtler than the Rage of War. She empowers warlocks and whispers secrets into the minds of wizards and artificers, helping them master spells and create relics they could never shape on their own. But few of those inspired by Sul Khatesh understand what forces they are dealing with, or recognize the danger inherent in her gifts. + The Queen of Shadows: + An entity of shadow, Sul Khatesh can assume any form. Her favored shape is a twelve-foot-tall humanoid figure draped in a flowing, hooded robe formed of swirling mist and clinging shadow. + Minions: + Most of Sul Khatesh's followers are wizards and warlocks, and she is one of the primary patrons for warlocks in Khorvaire. Covens devoted to the Queen of Shadows use dark magic and fear to dominate whole communities, while isolated warlocks make pacts with Sul Khatesh to pursue power and revenge. By sharing her power in this way, the overlord perpetuates the image of the evil warlock, inciting fear that strengthens the Keeper of Secrets even more. + Sul Khatesh's chief agent among the Lords of Dust is the rakshasa Hektula, who serves as the librarian in the demonic citadel of Ashtakala. Known as the First Scribe, Hektula presides over an immense trove of arcane knowledge and artifacts. + Immortal Nature: + An overlord doesn't require air, food, drink or sleep. It also can't die permanently. Upon its death, it reforms elsewhere in the multiverse and becomes active again at a time set by the DM. + In the first days of the world, the children of Khyber rose from the darkness to reign over Eberron. The greatest among them were the overlords, who held dominion over a world of fear, war, and death until the children of Eberron and Siberys rose up against them. Armies of dragons fought against the fiends of Khyber. And though the overlords couldn't be destroyed, the couatl sacrificed their lives to build a prison of celestial light: a silver flame that bound the overlords in Khyber once more. These bonds have held for countless generations, but the overlords still yearn to break free and reclaim the world above. + As long as the overlords are bound by the Silver Flame, they can't physically manifest in the world. But each overlord embodies a particular aspect of evil, which grows in strength as their servants—the fiends known as the Lords of Dust—scheme to unleash their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And as they grow stronger, they gain more influence. + Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world. + Source: Eberron: Rising from the Last War p. 304 + + + + Tarkanan Assassin + M + humanoid (any race) + Any Non-Good Alignment + 15 (studded leather armor) + 45 (7d8 + 14) + walk 30 ft. + 12 + 16 + 14 + 10 + 14 + 11 + + Athletics +3, Deception +2, Perception +4, Sleight of hand +5, Stealth +5 + 14 + Common, Thieves' cant + 2 + + + + + darkvision 60 ft. + Eberron: Rising from the Last War p. 320 + + Unstable Mark + When the assassin casts an innate spell, each creature within 10 feet of the assassin must make a DC 12 Constitution saving throw, taking 4 (1d8) force damage on a failed save, or half as much damage on a successful one. + + + Multiattack + The assassin makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage. + Shortsword|5|1d6 + 3 + + + Fire Bolt (Cantrip) + Ranged Spell Attack: +4 to hit, range 120 ft., one target. 11 (2d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. + Fire Bolt (Cantrip)|4|2d10 + + + Chromatic Orb (1/Day) + Ranged Spell Attack: +4 to hit, range 90 ft., one creature. 18 (4d8) damage of a type chosen by the assassin: acid, cold, fire, lightning, poison, or thunder. + + + Innate Spellcasting + The assassin's spellcasting ability is Constitution (+4 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: fire bolt + 1/day: chromatic orb + + fire bolt, chromatic orb + Tarkanan assassins are the elite killers, spies, and thieves who work for House Tarkanan, a criminal organization specializing in theft and assassination. In addition to their deadly skill, a Tarkanan assassin possesses an aberrant dragonmark—a twisted sigil that provides them with magical power. House Tarkanan actively seeks and recruits people with aberrant dragonmarks. + Aberrant Dragonmark Innate Spells: + The power granted by an aberrant dragonmark is unpredictable. When running a Tarkanan assassin, you can roll on the Aberrant Dragonmark Innate Spells table to determine the spells gained from that NPC's aberrant mark, replacing the spells in the stat block's Innate Spellcasting trait. + d6 | At Will | 1/Day + 1 | Fire bolt (2d10) | Burning hands (3d6) + 2 | Shocking grasp (2d8) | Chromatic orb (4d8) + 3 | Poison spray (2d12) | Ray of sickness (3d8) + 4 | Friends | Charm person (two creatures) + 5 | Minor illusion | Thunderwave (2d8) + 6 | Dancing lights | Sleep (7d8) + + Source: Eberron: Rising from the Last War p. 320 + + + + The Lord of Blades + M + humanoid (warforged) + Lawful Evil + 19 (natural armor) + 195 (23d8 + 92) + walk 40 ft. + 20 + 15 + 18 + 19 + 17 + 18 + Str +11, Con +10, Int +10, Wis +9 + Arcana +10, Athletics +11, History +10, Perception +9 + 19 + Common, Draconic, Dwarvish, Elvish + 18 + necrotic, poison + + + charmed, exhaustion, frightened + + Eberron: Rising from the Last War p. 300 + + Adamantine Plating + Any critical hit against the Lord of Blades becomes a normal hit. + + + Bladed Armor + A creature that grapples the Lord of Blades or is grappled by him takes 13 (3d8) slashing damage. A creature takes 13 (3d8) slashing damage if it starts its turn grappling or being grappled by the Lord of Blades. + + + Charge + If the Lord of Blades moves at least 10 feet straight toward a target and then hits it with his adamantine sixblade on the same turn, the target takes an extra 11 (2d10) slashing damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be pushed up to 10 feet away and knocked prone. + + + Warforged Resilience + The Lord of Blades has advantage on saving throws against being poisoned, is immune to disease, and magic can't put him to sleep. + + + Multiattack + The Lord of Blades makes three attacks: two with his adamantine sixblade and one with his bladed wings. + + + Adamantine Sixblade + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 21 (3d10 + 5) slashing damage plus 7 (2d6) force damage. + Adamantine Sixblade|11|3d10 + 5 + + + Bladed Wings + Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. 8 (1d6 + 5) slashing damage. + Bladed Wings|11|1d6 + 5 + + + Fire Bolt (Cantrip) + Ranged Spell Attack: +10 to hit, range 120 ft., one target. 22 (4d10) fire damage. + Fire Bolt (Cantrip)|10|4d10 + + + The humanoid (warforged) 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. The humanoid (warforged) regains spent legendary actions at the start of its turn. + + + Attack + The Lord of Blades makes one weapon attack. + + + Cantrip + The Lord of Blades casts one of his cantrips. + + + Cast a Spell (Costs 2 Actions) + The Lord of Blades casts a spell of 2nd level or lower from his spell list that takes 1 action to cast. + + + Blade Dash (Costs 3 Actions) + The Lord of Blades moves up to his speed without provoking opportunity attacks, then makes one attack with his adamantine sixblade. He can make one bladed wings attack against each creature he moves past. + + + Spellcasting + The Lord of Blades is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). He has the following artificer spells prepared: + Cantrips (at will): fire bolt (see "Actions" below), mage hand, mending, prestidigitation + • 1st level (4 slots): expeditious retreat, sanctuary, thunderwave + • 2nd level (3 slots): blur, heat metal, scorching ray, see invisibility + • 3rd level (3 slots): dispel magic, fly, haste + • 4th level (3 slots): freedom of movement, Mordenkainen's faithful hound + • 5th level (2 slots): animate objects, wall of force + + 4, 3, 3, 3, 2 + fire bolt, mage hand, mending, prestidigitation, expeditious retreat, sanctuary, thunderwave, blur, heat metal, scorching ray, see invisibility, dispel magic, fly, haste, freedom of movement, Mordenkainen's faithful hound, animate objects, wall of force + The Lord of Blades is a warforged warlord who has broken all ties with his former masters. He has established a nation for his people deep in the Mournland, centered in a great fortress where warforged from all over Khorvaire can come and feel a sense of belonging. No one knows what the Lord of Blades plans for his followers, but many fear that he intends to build a legion of warforged zealots, primed to march from the Mournland to unleash destruction on their former masters. + Some tales assert that the Lord of Blades led the warforged armies of Cyre in the Last War. Others cast him as a newer warforged, perhaps the last to come out of the Cannith creation forges before the Thronehold Accords led to their dismantling. One story claims the Lord of Blades caused the destruction of Cyre and warns that he plans to repeat the Day of Mourning in each of the remaining Five Nations. Whatever the truth, he has become a beacon for warforged everywhere. + Warforged Nature: + The Lord of Blades doesn't require air, food, drink, or sleep. + Source: Eberron: Rising from the Last War p. 300 + + + + Tsucora Quori + M + aberration + Lawful Evil + 16 (natural armor) + 68 (8d8 + 32) + walk 40 ft. + 17 + 14 + 18 + 14 + 14 + 16 + Wis +5, Cha +6 + Insight +5, Perception +5 + 15 + Common, Quori + 7 + psychic + + + charmed, frightened + darkvision 60 ft. + Eberron: Rising from the Last War p. 307 + + Multiattack + The quori makes three attacks: one pincer attack, one attack with its claws, and one stinger attack. + + + Pincer + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d10 + 3) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature. The quori has two pincers, each of which can grapple one target. + Pincer|6|1d10 + 3 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (4d4 + 3) slashing damage. + Claws|6|4d4 + 3 + + + Stinger + Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. 8 (1d10 + 3) piercing damage plus 10 (3d10) psychic damage, and the target must succeed on a DC 14 Wisdom saving throw or be frightened of the quori 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. + Stinger|6|1d10 + 3 + + + Possession (Recharge 6) + One humanoid that the quori can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is incapacitated and loses control of its body. The quori now controls the body but doesn't deprive the target of awareness. The quori can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. + The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the dispel evil and good spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this quori's Possession for 24 hours after succeeding on the saving throw or after the possession ends. + + + Innate Spellcasting (Psionics) + The quori's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components: + At will: charm person + 1/day: fear + + charm person, fear + Tsucora quori are nightmarish creatures. Their headless torsos are covered with eyes and twitching limbs, including two massive arms that end in powerful pincers, and a serpentine tail tipped with a vicious stinger. They are cruel and calculating, enjoying the power they wield over others as they concoct elaborate schemes to advance their own positions and discredit their rivals. + Relentless Schemers: + Constantly jockeying for position, each tsucora hopes to be reincarnated as a more powerful servant of the Dreaming Dark. As such, their plans are as often focused on the ruination of competitors as they are on the furthering of il-Lashtavar's plans. When they aren't serving in the cities of their nightmare realm, they hunt the dreaming spirits of mortals. + Fearmongers: + Their ability to manipulate the fears of mortals sees tsucoras often sent to Eberron as Inspired. Nothing keeps humanoid chattel in line like fear, and the tsucoras are the masters of manipulating the uncertainty of mobs and high-ranking officials alike. The effectiveness of tsucora Inspired keeps the members of this order in the good graces of the kalaraq quori. + Dal Quor is the plane of dreams and is currently dominated by a dark power known as il-Lashtavar, or the Dreaming Dark. Il-Lashtavar is served by a host of aberrations that are the embodiments of dreams and nightmares—the quori. Because it is difficult for anything to physically travel to or from Dal Quor, quori in Eberron are typically encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter. + Source: Eberron: Rising from the Last War p. 307 + + + + Undying Councilor + M + undead + Neutral Good + 17 (natural armor) + 104 (16d8 + 32) + walk 30 ft. + 16 + 10 + 14 + 17 + 21 + 16 + Con +6, Int +7, Wis +9 + Arcana +7, History +11, Insight +9, Perception +9, Religion +7 + 19 + Common, Elvish + 10 + + poison, radiant + necrotic + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 120 ft. + Eberron: Rising from the Last War p. 311 + + Aura of Radiance + The councilor magically sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The councilor can extinguish or restore this light as a bonus action. If the bright light overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created that darkness is dispelled. + + + Magic Resistance + The councilor has advantage on saving throws against spells and other magical effects. + + + Multiattack + The councilor makes two Radiant Touch attacks. + + + Radiant Touch + Melee Spell Attack: +9 to hit, reach 5 ft., one target. 15 (3d6 + 5) radiant damage. + Radiant Touch|9|3d6 + 5 + + + Healing Touch (3/Day) + The councilor touches another creature. The target magically regains 18 (3d8 + 5) hit points and is freed from one curse afflicting it (councilor's choice). + + + Flame Strike (5th-Level Spell; Requires a Spell Slot) + The councilor chooses a point it can see within 60 feet of it. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on that point must make a DC 17 Dexterity saving throw. A creature takes 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. If the councilor casts this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (its choice) increases by 1d6 for each slot level above 5th. + + + The undead can take 2 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. + + + Touch + The councilor makes one attack with its Radiant Touch. + + + Shimmering Aura (Costs 2 Actions) + The councilor channels positive energy into its Aura of Radiance. Until the end of the councilor's next turn, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that starts its turn in the bright light must succeed on a DC 17 Constitution saving throw or be blinded until the end of the councilor's next turn. + + + Spellcasting + The councilor is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared: + Cantrips (at will): guidance, mending, sacred flame, spare the dying, thaumaturgy + • 1st level (4 slots): bless, command, create or destroy water + • 2nd level (3 slots): augury, calm emotions, hold person + • 3rd level (3 slots): daylight, dispel magic, spirit guardians + • 4th level (3 slots): banishment, divination, guardian of faith + • 5th level (2 slots): dispel evil and good, flame strike (see "Actions" below), scrying + • 6th level (1 slots): forbiddance, planar ally + • 7th level (1 slots): plane shift + + 4, 3, 3, 3, 2, 1, 1 + guidance, mending, sacred flame, spare the dying, thaumaturgy, bless, command, create or destroy water, augury, calm emotions, hold person, daylight, dispel magic, spirit guardians, banishment, divination, guardian of faith, dispel evil and good, flame strike, scrying, forbiddance, planar ally, plane shift + Undying councilors guide and protect the people of Aerenal. They are the most powerful members of the Undying Court who still maintain their physical forms. While many undying councilors spend their days advising the living, some devote years projecting their consciousness into the Astral Plane, seeking new knowledge to share with their people. Still, not all minds are capable of assimilating immortality, and undying councilors sometimes buckle under the strain and go mad. + The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community. + Though it's possible for undying to appear anywhere, it is rare for them to manifest naturally. The only place where they are found in significant numbers is the island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying. + The Face of Death: + The light of Irian sustains the spirit, but it doesn't preserve the physical body. The undying appear as desiccated corpses, their flesh withering away over centuries. At the same time, the spirit of the undying surrounds the body—an aura of light forming a spectral shadow of the soul. The light shed by an undying doesn't generate heat, but it provides a sense of warmth and comfort. + The most powerful of the undying can separate their spirits from their physical forms, existing as beings of pure light. This state is the ultimate goal of the elves of Aerenal, and such beings are known as ascendant councilors. + Bound by Love and Light: + Undying are sustained by positive energy, whether found in manifest zones tied to Irian—such as in Shae Mordai, the Aereni City of the Dead—or freely given by the devotion of mortal beings. The worship of the Undying Court is what sustains the undying of Aerenal, but devotion is a finite resource. As such, each elf that becomes an undying must earn their afterlife. If an undying elf leaves Aerenal, they require a community of elves or another source of positive energy to sustain them. Failing this, their light fades and they eventually die. + The Undying Court: + The honored undead of Aerenal are united in the Undying Court. Based in the city of Shae Mordai, the members of the Undying Court spend their time meditating, engaging in research, or continuing to perfect the arts they practiced in life. They serve as guides and advisors to the living, and members of the noble lines of Aerenal can exercise the rite of counsel to consult with ancestors in Shae Mordai. + The greatest members of the Undying Court are the ascendant councilors. These beings of pure light are focused on contemplating the mysteries of life and the planes, and can work together to wield godlike power that allows them to shield Aerenal from almost any threat. However, the ascendant councilors can exercise power beyond Aerenal only by acting through devoted mortals—paladins and clerics of the Undying Court. + Undead Nature: + An undying doesn't require air, food, drink, or sleep. + Source: Eberron: Rising from the Last War p. 311 + + + + Undying Soldier + M + undead + Neutral Good + 17 (breastplate) + 26 (4d8 + 8) + walk 30 ft. + 16 + 12 + 14 + 11 + 13 + 14 + + Athletics +5, History +4, Perception +3, Religion +4 + 13 + Common, Elvish + 2 + radiant; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + poison + necrotic + exhaustion, poisoned + darkvision 60 ft. + Eberron: Rising from the Last War p. 311 + + Illumination + The soldier magically sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The soldier can extinguish or restore this light as a bonus action. + + + Turn Resistance + The soldier has advantage on saving throws against any effect that turns undead. + + + Multiattack + The soldier makes two spear attacks. + + + Spear + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d6 + 3) piercing damage or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 9 (2d8) radiant damage if the target is a fiend or undead. + Spear|5|1d6 + 3 + + Undying soldiers make up the army of Aerenal's City of the Dead. They guard the temples of the Undying Court and the mansions of the noble lines of Aerenal, and Aereni ambassadors are often accompanied by undead bodyguards. Undying soldiers wear heirloom armor and wield ornate weaponry. + The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community. + Though it's possible for undying to appear anywhere, it is rare for them to manifest naturally. The only place where they are found in significant numbers is the island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying. + The Face of Death: + The light of Irian sustains the spirit, but it doesn't preserve the physical body. The undying appear as desiccated corpses, their flesh withering away over centuries. At the same time, the spirit of the undying surrounds the body—an aura of light forming a spectral shadow of the soul. The light shed by an undying doesn't generate heat, but it provides a sense of warmth and comfort. + The most powerful of the undying can separate their spirits from their physical forms, existing as beings of pure light. This state is the ultimate goal of the elves of Aerenal, and such beings are known as ascendant councilors. + Bound by Love and Light: + Undying are sustained by positive energy, whether found in manifest zones tied to Irian—such as in Shae Mordai, the Aereni City of the Dead—or freely given by the devotion of mortal beings. The worship of the Undying Court is what sustains the undying of Aerenal, but devotion is a finite resource. As such, each elf that becomes an undying must earn their afterlife. If an undying elf leaves Aerenal, they require a community of elves or another source of positive energy to sustain them. Failing this, their light fades and they eventually die. + The Undying Court: + The honored undead of Aerenal are united in the Undying Court. Based in the city of Shae Mordai, the members of the Undying Court spend their time meditating, engaging in research, or continuing to perfect the arts they practiced in life. They serve as guides and advisors to the living, and members of the noble lines of Aerenal can exercise the rite of counsel to consult with ancestors in Shae Mordai. + The greatest members of the Undying Court are the ascendant councilors. These beings of pure light are focused on contemplating the mysteries of life and the planes, and can work together to wield godlike power that allows them to shield Aerenal from almost any threat. However, the ascendant councilors can exercise power beyond Aerenal only by acting through devoted mortals—paladins and clerics of the Undying Court. + Undead Nature: + An undying doesn't require air, food, drink, or sleep. + Source: Eberron: Rising from the Last War p. 311 + + + + Valenar Hawk + T + fey + Neutral + 14 + 10 (4d4) + walk 10 ft., fly 60 ft. + 8 + 18 + 10 + 9 + 16 + 11 + + Perception +5 + 15 + understands Common, Elvish, and Sylvan but can't speak + 1/8 + + + + + + Eberron: Rising from the Last War p. 312 + + Bonding + The hawk can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the hawk bonds with a different creature or until the bonded creature dies. While bonded, the hawk and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet. + + + Keen Sight + The hawk has advantage on Wisdom (Perception) checks that rely on sight. + + + Talons + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) slashing damage. + Talons|6|1d4 + 4 + + The elves of Valenar say that when their ancestors fought the giants of Xen'drik, elf druids took the forms of animals on the battlefield. The cruel and mighty Emperor Cul'sir of the giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an animal to create a companion worthy of a champion. + Valenar animals are awakened to advanced intelligence and power by the touch of an ancestral spirit. Traditionally, Valenar animals choose Valenar elves as companions, reflecting a bond between the ancestors of elf and animal. To be chosen by a Valenar animal is a great honor, and any such elf is treated with respect and reverence. Still, on the rare occasions when a Valenar animal chooses an adventurer of a different ancestry as a companion, it is universally accepted. + The Valenar animals presented here—hawk, hound, and steed—are but examples, for the ancestral spirits can take on many animal forms. + Variant: Ancestral Traits: + Each Valenar animal can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit. Choose a trait or roll on the Ancestral Traits table for each Valenar animal. + d8 | Trait + 1 | Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage. + 2 | Burst of Speed (Recharge 6). The animal can take the Dash action as a bonus action. + 3 | Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors. + 4 | Lie Detector. The animal knows when a creature within 15 feet of it tells a lie. + 5 | Fey Ancestry. The animal has advantage on saving throws against being charmed or frightened, and magic can't put it to sleep. + 6 | Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see. + 7 | Quickness (Recharge 6). The animal can take the Dodge action as a bonus action. + 8 | Shrouded Step. The animal can't be tracked except by magical means, and it leaves behind no tracks or other traces of its passage. + + Source: Eberron: Rising from the Last War p. 312 + + + + Valenar Hound + M + fey + Neutral + 14 (natural armor) + 19 (3d8 + 6) + walk 40 ft. + 17 + 15 + 14 + 10 + 15 + 11 + + Perception +4 + 14 + understands Common, Elvish, and Sylvan but can't speak + 1/2 + + + + + + Eberron: Rising from the Last War p. 312 + + Bonding + The hound can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the hound bonds with a different creature or until the bonded creature dies. While bonded, the hound and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet. + + + Keen Hearing and Smell + The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + Bite|5|1d6 + 3 + + The elves of Valenar say that when their ancestors fought the giants of Xen'drik, elf druids took the forms of animals on the battlefield. The cruel and mighty Emperor Cul'sir of the giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an animal to create a companion worthy of a champion. + Valenar animals are awakened to advanced intelligence and power by the touch of an ancestral spirit. Traditionally, Valenar animals choose Valenar elves as companions, reflecting a bond between the ancestors of elf and animal. To be chosen by a Valenar animal is a great honor, and any such elf is treated with respect and reverence. Still, on the rare occasions when a Valenar animal chooses an adventurer of a different ancestry as a companion, it is universally accepted. + The Valenar animals presented here—hawk, hound, and steed—are but examples, for the ancestral spirits can take on many animal forms. + Variant: Ancestral Traits: + Each Valenar animal can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit. Choose a trait or roll on the Ancestral Traits table for each Valenar animal. + d8 | Trait + 1 | Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage. + 2 | Burst of Speed (Recharge 6). The animal can take the Dash action as a bonus action. + 3 | Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors. + 4 | Lie Detector. The animal knows when a creature within 15 feet of it tells a lie. + 5 | Fey Ancestry. The animal has advantage on saving throws against being charmed or frightened, and magic can't put it to sleep. + 6 | Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see. + 7 | Quickness (Recharge 6). The animal can take the Dodge action as a bonus action. + 8 | Shrouded Step. The animal can't be tracked except by magical means, and it leaves behind no tracks or other traces of its passage. + + Source: Eberron: Rising from the Last War p. 312 + + + + Valenar Steed + L + fey + Neutral + 13 + 22 (3d10 + 6) + walk 60 ft. + 14 + 16 + 14 + 10 + 15 + 11 + + Perception +4 + 14 + understands Common, Elvish, and Sylvan but can't speak + 1/2 + + + + + + Eberron: Rising from the Last War p. 313 + + Bonding + The steed can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the steed bonds with a different creature or until the bonded creature dies. While bonded, the steed and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet. + + + Hooves + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage. + Hooves|5|2d6 + 3 + + The elves of Valenar say that when their ancestors fought the giants of Xen'drik, elf druids took the forms of animals on the battlefield. The cruel and mighty Emperor Cul'sir of the giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an animal to create a companion worthy of a champion. + Valenar animals are awakened to advanced intelligence and power by the touch of an ancestral spirit. Traditionally, Valenar animals choose Valenar elves as companions, reflecting a bond between the ancestors of elf and animal. To be chosen by a Valenar animal is a great honor, and any such elf is treated with respect and reverence. Still, on the rare occasions when a Valenar animal chooses an adventurer of a different ancestry as a companion, it is universally accepted. + The Valenar animals presented here—hawk, hound, and steed—are but examples, for the ancestral spirits can take on many animal forms. + Variant: Ancestral Traits: + Each Valenar animal can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit. Choose a trait or roll on the Ancestral Traits table for each Valenar animal. + d8 | Trait + 1 | Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage. + 2 | Burst of Speed (Recharge 6). The animal can take the Dash action as a bonus action. + 3 | Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors. + 4 | Lie Detector. The animal knows when a creature within 15 feet of it tells a lie. + 5 | Fey Ancestry. The animal has advantage on saving throws against being charmed or frightened, and magic can't put it to sleep. + 6 | Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see. + 7 | Quickness (Recharge 6). The animal can take the Dodge action as a bonus action. + 8 | Shrouded Step. The animal can't be tracked except by magical means, and it leaves behind no tracks or other traces of its passage. + + Source: Eberron: Rising from the Last War p. 313 + + + + Warforged Colossus + G + construct + Unaligned + 23 (natural armor) + 410 (20d20 + 200) + walk 60 ft. + 30 + 11 + 30 + 3 + 11 + 8 + Int +4, Wis +8, Cha +7 + + 10 + understands Common but can't speak + 25 + + necrotic, poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned + truesight 150 ft. + Eberron: Rising from the Last War p. 314 + + Immutable Form + The colossus is immune to any spell or effect that would alter its form. + + + Legendary Resistance (3/Day) + If the colossus fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The colossus has advantage on saving throws against spells and other magical effects. + + + Siege Monster + The colossus deals double damage to objects and structures. + + + Towering Terror + Any enemy outside the colossus that starts its turn within 30 feet of it must succeed on a DC 26 Wisdom saving throw or be frightened until the start of the enemy's next turn. If the enemy's saving throw is successful, it is immune to this colossus's Towering Terror for the next 24 hours. + + + Multiattack + The colossus makes three attacks—one with its slam and two with its eldritch turrets—and then uses Stomp. + + + Slam + Melee Weapon Attack: +18 to hit, reach 20 ft., one target. 29 (3d12 + 10) bludgeoning damage, and the colossus can push the target up to 20 feet away from it. + Slam|18|3d12 + 10 + + + Eldritch Turret + Ranged Spell Attack: +18 to hit, range 300 ft., one target. 18 (4d8) force damage, and if the target is a creature, it is knocked prone. + Eldritch Turret|18|4d8 + + + Stomp + The colossus stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until the colossus uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 26 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained. + Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save). + + + Incinerating Beam (Recharge 5-6) + The colossus fires a beam of light in a 150-foot line that is 10 feet wide. Each creature in the line must make a DC 26 Dexterity saving throw, taking 60 (11d10) radiant damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, leaving behind anything it was wearing or carrying. + + In the final days of the Last War, House Cannith unleashed its mightiest creations: the warforged colossi. These enormous mechanical warriors thundered across Cyre, crushing everything in their paths and leaving ruin behind them. Meant to end the war decisively, the colossi pulverized hundreds of soldiers beneath their feet and incinerated whole legions with beams of fiery light that shot from their mouths. This rampage was cut short on the Day of Mourning. The arcane cataclysm that engulfed Cyre destroyed most of the warforged colossi, causing them to collapse into lifeless heaps. + Colossal Survivors: + Some warforged colossi survived the Day of Mourning more or less intact and are thought to only be in stasis, waiting to be awakened. Cannith artificers are eager to track them down and determine whether they can be awakened or, at the very least, salvaged for docents and other magic items. Here are locations where operational warforged colossi are rumored to dwell: + "Arkus" (Colossus WX-11) lies prone at the bottom of the Glowing Chasm in the northern part of the Mournland, with one of its arms torn off. + "Artorok" (Colossus WX-73) sits at the bottom of Lake Cyre amid the scaffolding of a sunken House Cannith workshop, flooded but otherwise intact. + "Hanamar" (Colossus WX-42) stands at the bottom of Kraken Bay, near the coast of Valenar, buried up to its knees in sand and flooded, but it is otherwise intact. + "Karrnslayer" (Colossus WX-31) lost its legs but crawls through the Mournland, using its arms to drag its great bulk across the ground. It is always prone and can't use its Stomp action, but makes three extra turret attacks when it takes the Multiattack action option. + "Landro" (Colossus WX-33) is partially phased into a mountainside on the border of Cyre and Breland, but still explorable and potentially salvageable. + "Norr" (Colossus WX-5) is slumped amid the ruins of Metrol, the former capital of Cyre. + "Tymber" (Colossus WX-12) squats in the Crawling Swamp, in the northwest corner of the Shadow Marches. How it got there, no one knows. + Hollow Structure: + Although it can operate without a crew, a warforged colossus is built to carry wizards, artificers, magewrights, and elite troops. For this reason, these constructs are largely hollow on the inside, with tunnels, ladders, storage areas, and observation decks. + A colossus might be filled with monsters and secrets, in addition to the corpses of those who died inside it. In chapter 4, map 4.8 illustrates an inactive warforged colossus, and the text that accompanies it explains how the colossus might serve as an adventure location. + Source: Eberron: Rising from the Last War p. 314 + + + + Warforged Soldier + M + humanoid (warforged) + Any alignment + 16 (natural armor) + 30 (4d8 + 12) + walk 30 ft. + 16 + 12 + 16 + 10 + 14 + 11 + + Athletics +5, Perception +4, Survival +4 + 14 + Common + 1 + poison + + + + + Eberron: Rising from the Last War p. 320 + + Warforged Resilience + The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can't put it to sleep. + + + Multiattack + The warforged makes two armblade attacks. + + + Armblade + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Armblade|5|1d6 + 3 + + + Javelin + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 6 (1d6 + 3) piercing damage. + Javelin|5|1d6 + 3 + + + Protection + When an attacker the warforged can see makes an attack roll against a creature within 5 feet of the warforged, the warforged can impose disadvantage on the attack roll. + + Warforged soldiers are humanoids formed from wood and steel, then magically imbued with life and sentience. The warforged were created to fight in the Last War, and in the aftermath of that conflict, they struggle to understand their place in the world. + Most warforged soldiers still serve their former masters, often guarding dragonmarked houses or merchant caravans. Many warforged find it difficult to separate themselves from the soldiers they were made to be, seeking work as bouncers, bailiffs, and bodyguards. Others put their tireless strength to work as laborers, committed to the reconstruction of the towns and cities they defended or destroyed in the war. + Source: Eberron: Rising from the Last War p. 320 + + + + Warforged Titan + H + construct + Lawful Neutral + 20 (natural armor) + 125 (10d12 + 60) + walk 40 ft. + 23 + 8 + 22 + 3 + 11 + 1 + + + 10 + understands the languages of its creator but can't speak + 8 + + poison, psychic + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + Eberron: Rising from the Last War p. 315 + + Platforms + The warforged titan has two platforms built into its chassis. One Medium or smaller creature can ride on each platform without squeezing. To make a melee attack against a target within 5 feet of the warforged, they must use spears or weapons with reach and the target must be Large or larger. + + + Siege Monster + The warforged titan deals double damage to objects and structures. + + + Multiattack + The warforged titan makes one axehand attack and one hammerfist attack. + + + Axehand + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 19 (3d8 + 6) slashing damage, plus 11 (2d10) slashing damage if the target is prone. + Axehand|9|3d8 + 6 + + + Hammerfist + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 19 (3d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. + Hammerfist|9|3d8 + 6 + + + Sweeping Axe (Recharge 6) + The warforged titan makes a sweep with its axehand, and each creature within 10 feet of it must make a DC 17 Dexterity saving throw. A creature takes 19 (3d8 + 6) slashing damage on a failed save, or half as much damage on a successful one. + + Warforged titans are hulking constructs built to wreak paths of destruction through enemy armies. Some of the most feared combatants of the Last War, warforged titans are barely sentient, with just enough intelligence to follow commands. + Legacy of Giants: + In the Age of Giants, giant artificers built mindless war golems to aid them in their war against the quori. Millennia later, some of these golems were unearthed by adventurers searching for the secrets of that age, then turned over to artificers working for the dragonmarked houses during the Last War. House Cannith studied these designs, and in the course of uncovering the secrets of the golems and the giant artificers who made them, House Cannith created the first warforged titans. + Source: Eberron: Rising from the Last War p. 315 + + + + Zakya Rakshasa + M + fiend + Lawful Evil + 18 (scale mail) + 59 (7d8 + 28) + walk 30 ft. + 18 + 14 + 18 + 12 + 13 + 11 + + Athletics +7, Perception +4 + 14 + Common, Infernal + 5 + bludgeoning, piercing, slashing from nonmagical attacks + + piercing from magic weapons wielded by good creatures + + darkvision 60 ft. + Eberron: Rising from the Last War p. 309 + + Limited Magic Immunity + The rakshasa can't be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. + + + Magic Weapons + The rakshasa's weapon attacks are magical. + + + Martial Prowess (1/Turn) + When the rakshasa hits a creature with a melee weapon attack, the attack deals an extra 11 (2d10) damage of the weapon's type, and the creature must make a DC 15 Strength saving throw. On a failure, the rakshasa can push the creature up to 10 feet away from it, knock the creature prone, or make the creature drop one item it is holding of the rakshasa's choice. + + + Multiattack + The rakshasa makes three melee weapon attacks. Alternatively, it can make two ranged attacks with its javelins. + + + Longsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. + Longsword|7|1d8 + 4 + + + Javelin + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. 7 (1d6 + 4) piercing damage. + Javelin|7|1d6 + 4 + + + Innate Spellcasting + The rakshasa's innate spellcasting ability is Charisma (spell save DC 11). The rakshasa can innately cast the following spells, requiring no material components: + At will: detect thoughts, disguise self + 1/day: shield + + detect thoughts, disguise self, shield + Millions of years before the rise of the humanoid races, the rakshasas of Eberron ruled a civilization that spanned Khorvaire. Masters of combat, the rakshasas of Eberron wield their weapons with demonic fury, rushing into battle seeking vengeance against those who bound their fiendish masters. + Rakshasas are described in the Monster Manual. A martial variant—the zakya rakshasa—is presented here. + Zakya rakshasas are the bloodthirsty foot soldiers of the rakshasa horde. They are driven to free their fiendish rulers, seeking vengeance against the dragons and those who revere the couatls. Unlike other rakshasas with their luxurious robes and fineries, zakya rakshasas are almost always clad in battle gear: well-worn scale mail, a razor-sharp longsword, and a heavy shield bearing the emblem of their demonic master. + Source: Eberron: Rising from the Last War p. 309 + + + + Steel Defender + M + construct + Neutral + 15 (natural armor) + equal the steel defender's Constitution modifier + your Intelligence modifier + five times your level in this class + walk 40 ft. + 14 + 12 + 14 + 4 + 10 + 6 + Dex +3, Con +4 + Athletics +4, Perception +4 + 14 + understands the languages you speak + + + poison + + charmed, exhaustion, poisoned + darkvision 60 ft. + Eberron: Rising from the Last War p. 61 + + Might of the Master + The following numbers increase by 1 when your proficiency bonus increases by 1: the defender's skill and saving throw bonuses (above), the bonuses to hit and damage of its rend attack, and the number of hit points restored by its Repair action (below). + + + Vigilant + The defender can't be surprised. + + + Force-Empowered Rend + Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. 1d8 + 2 force damage. + + + Repair (3/Day) + The magical mechanisms inside the defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it. + + + Deflect Attack + The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender. + + Source: Eberron: Rising from the Last War p. 61 + + + + Homunculus Servant + T + construct + Neutral + 13 (natural armor) + equal the homunculus's Constitution modifier + your Intelligence modifier + your level in this class + walk 20 ft., fly 30 ft. + 4 + 15 + 12 + 10 + 10 + 7 + Dex +4 + Perception +4, Stealth +4 + 14 + understands the languages you speak + + + poison + + exhaustion, poisoned + darkvision 60 ft. + Eberron: Rising from the Last War p. 62 + + Evasion + If the homunculus is subjected to an effect that allows it to make a Dexterity 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. It can't use this trait if it's incapacitated. + + + Might of the Master + The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus's skill and saving throw bonuses (above) and the bonuses to hit and damage of its attack (below). + + + Force Strike + Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. 1d4 + 2 force damage. + + + Channel Magic + The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you. + + Source: Eberron: Rising from the Last War p. 62 + + + diff --git a/FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml b/FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml new file mode 100644 index 0000000..1ca8dfd --- /dev/null +++ b/FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml @@ -0,0 +1,4659 @@ + + + + + Encode Thoughts + 0 + EN + NO + + Self + S + 8 hours + + Guildmasters' Guide to Ravnica p. 47 + 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 + + + + + + Flying Horror + M + aberration + Lawful Evil + 16 (natural armor) + 49 (9d8 + 9) + walk 30 ft., fly 60 ft. + 9 + 20 + 12 + 2 + 15 + 16 + + Perception +4, Stealth +7 + 14 + + 3 + + + radiant + frightened + darkvision 120 ft. + Guildmasters' Guide to Ravnica p. 203 + + Fear Frenzy + The horror has advantage on attack rolls against frightened creatures. + + + Sunlight Sensitivity + While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d6 + 5) slashing damage plus 14 (4d6) psychic damage. + Claws|7|1d6 + 5 + + + Frightening Screech (Recharge 5-6) + 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. + + 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 + + + + Shadow Horror + L + aberration + Lawful Evil + 13 + 120 (16d10 + 32) + walk 40 ft. + 12 + 16 + 14 + 2 + 17 + 18 + + Perception +7, Stealth +11 + 17 + + 9 + + + radiant + frightened + darkvision 120 ft. + Guildmasters' Guide to Ravnica p. 205 + + Incorporeal Movement + 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. + + + Shadow Stealth + While in dim light or darkness, the horror can take the Hide action as a bonus action. + + + Shadow Stride + 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. + + + Sunlight Sensitivity + While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The horror makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 21 (4d8 + 3) piercing damage. + Bite|7|4d8 + 3 + + + Claw + 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. + Claw|7|3d6 + 3 + + + Lashing Shadows (Recharge 5-6) + 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. + + 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 + + + + Skittering Horror + H + aberration + Lawful Evil + 17 (natural armor) + 228 (24d12 + 72) + walk 40 ft., climb 40 ft. + 22 + 16 + 17 + 2 + 14 + 18 + + Perception +7, Stealth +8 + 17 + + 15 + + + radiant + frightened + darkvision 120 ft. + Guildmasters' Guide to Ravnica p. 205 + + Spider Climb + The horror can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Sunlight Sensitivity + While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The horror can use its Maddening Presence and make three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 28 (4d10 + 6) piercing damage. + Bite|11|4d10 + 6 + + + Claws + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 24 (4d8 + 6) slashing damage. + Claws|11|4d8 + 6 + + + Maddening Presence + 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. + + 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 + + + + Archon of the Triumvirate + M + celestial + Lawful Neutral + 18 (plate armor) + 144 (17d8 + 68) + walk 30 ft. + 20 + 15 + 19 + 15 + 21 + 18 + Con +9, Wis +10, Cha +9 + Insight +10, Perception +10 + 20 + All + 14 + bludgeoning, piercing, slashing from nonmagical attacks + + + charmed, exhaustion, frightened + darkvision 120 ft. + Guildmasters' Guide to Ravnica p. 192 + + Eye of the Law + 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. + + + Mount + 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. + + + Multiattack + The archon makes two Hammer of Justice attacks. + + + Hammer of Justice + 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. + Hammer of Justice|10|2d6 + 5 + + + Pacifying Presence + 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. + + + 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. + + + Rejoin Mount + 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. + + + Smite (Costs 2 Actions) + The archon makes a Hammer of Justice attack, and then its mount can use its reaction to make a melee weapon attack. + + + Detention (Costs 3 Actions) + 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. + + + Innate Spellcasting + 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: + At will: calm emotions, command, compelled duel + + calm emotions, command, compelled duel + 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 + + + + Battleforce Angel + M + celestial + Lawful Good + 18 (plate armor) + 66 (12d8 + 12) + walk 30 ft., fly 90 ft. + 16 + 12 + 13 + 11 + 17 + 18 + Wis +6, Cha +7 + Investigation +3, Perception +6 + 16 + all + 5 + fire, radiant + + + charmed, exhaustion, frightened + darkvision 120 ft., truesight 120 ft. + Guildmasters' Guide to Ravnica p. 189 + + Flyby + The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Magic Resistance + The angel has advantage on saving throws against spells and other magical effects. + + + Multiattack + The angel makes two melee attacks. It also uses Battlefield Inspiration. + + + Longsword + 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. + Longsword|6|1d8 + 3 + + + Battlefield Inspiration + 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. + + 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 + + + + Deathpact Angel + M + celestial + Lawful Evil + 18 (natural armor) + 175 (27d8 + 54) + walk 30 ft., fly 90 ft. + 16 + 18 + 14 + 19 + 20 + 23 + Int +9, Wis +10, Cha +11 + Insight +10, Intimidation +11, Perception +10, Persuasion +11 + 20 + all + 14 + necrotic, radiant; bludgeoning, piercing, slashing from nonmagical attacks + + + charmed, exhaustion, frightened + truesight 120 ft. + Guildmasters' Guide to Ravnica p. 192 + + Exploitation of the Debtors + 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. + + + Flyby + The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Magic Resistance + The angel has advantage on saving throws against spells and other magical effects. + + + Multiattack + The angel makes two attacks with its scythe. It can substitute Chains of Obligation for one of these attacks. + + + Scythe + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 9 (2d4 + 4) slashing damage plus 27 (6d8) necrotic damage. + Scythe|9|2d4 + 4 + + + Chains of Obligation + 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. + + + Innate Spellcasting + 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: + At will: command (as a 2nd-level spell), detect evil and good + 1/day: raise dead + 3/day each: charm person (as a 5th-level spell), darkness, suggestion + + command, detect evil and good, raise dead, charm person, darkness, suggestion + 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 + + + + Felidar + L + celestial + Lawful Neutral + 17 (natural armor) + 93 (11d10 + 33) + walk 40 ft. + 19 + 16 + 17 + 10 + 17 + 14 + Dex +6, Wis +6, Cha +5 + Insight +6, Perception +6 + 16 + understands Celestial and Common but can't speak + 5 + + + + + truesight 120 ft. + Guildmasters' Guide to Ravnica p. 199 + + Bonding + 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. + + + Keen Hearing and Sight + The felidar has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Pounce + 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. + + + Multiattack + The felidar makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 17 (3d8 + 4) piercing damage. + Bite|7|3d8 + 4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (3d6 + 4) slashing damage. + Claws|7|3d6 + 4 + + + Variant: Winged Felidars + 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. + + 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 + + + + Firemane Angel + M + celestial + Chaotic Good + 18 (plate armor) + 135 (18d8 + 54) + walk 40 ft., fly 120 ft. + 22 + 15 + 17 + 12 + 14 + 23 + Str +10, Wis +6, Cha +10 + Insight +6, Perception +6 + 16 + all + 12 + fire, radiant; bludgeoning, piercing, slashing from nonmagical attacks + + + charmed, exhaustion, frightened + truesight 120 ft. + Guildmasters' Guide to Ravnica p. 190 + + Flyby + The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Magic Resistance + The angel has advantage on saving throws against spells and other magical effects. + + + Relentless (Recharges after a Short or Long Rest) + If the angel takes 21 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. + + + Multiattack + The angel makes two melee attacks. + + + Longsword + 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). + Longsword|10|1d8 + 6 + + + Innate Spellcasting + 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: + 3/day each: compelled duel, guiding bolt (as a 5th-level spell) + 1/day each: daylight, fireball (as a 6th-level spell) + + compelled duel, guiding bolt, daylight, fireball + 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 + + + + Aurelia + M + celestial (angel) + Lawful Good + 22 (natural armor) + 287 (25d8 + 175) + walk 50 ft., fly 150 ft. + 26 + 24 + 25 + 17 + 25 + 30 + Dex +14, Con +14, Cha +17 + Insight +14, Perception +14 + 24 + all + 23 + necrotic, radiant; bludgeoning, piercing, slashing from nonmagical attacks + poison + + charmed, exhaustion, frightened, paralyzed, poisoned + truesight 120 ft. + Guildmasters' Guide to Ravnica p. 230 + + Legendary Resistance (3/Day) + If Aurelia fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Aurelia has advantage on saving throws against spells and other magical effects. + + + Multiattack + Aurelia makes three longsword attacks and uses Leadership. + + + Longsword + 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. + Longsword|15|1d8 + 8 + + + Leadership + 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. + + + Warleader's Helix (Recharge 5-6) + 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. + Warleader's Helix (Recharge 5-6)|17|12d8 + + + Parry + 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. + + + Unyielding + 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. + + + 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. + + + Command Allies + 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. + + + Longsword Attack (Costs 2 Actions) + Aurelia makes one longsword attack. + + + Frighten Foes (Costs 3 Actions) + 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. + + Immortal Nature + Aurelia doesn't require food, drink, or sleep. + Source: Guildmasters' Guide to Ravnica p. 230 + + + + Servitor Thrull + S + construct + Unaligned + 11 + 22 (4d6 + 8) + walk 30 ft. + 11 + 13 + 14 + 6 + 6 + 3 + + + 8 + understands Common but can't speak + 1/4 + + poison + + exhaustion, poisoned + darkvision 60 ft. + Guildmasters' Guide to Ravnica p. 221 + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage. + Claws|3|1d8 + 1 + + + Self-Sacrifice + 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. + + 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 + + + + Winged Thrull + S + construct + Unaligned + 12 + 31 (7d6 + 7) + walk 30 ft., fly 30 ft. + 9 + 15 + 12 + 8 + 9 + 8 + Dex +4 + + 9 + understands Common but can't speak + 1/2 + + poison + + exhaustion, poisoned + darkvision 60 ft. + Guildmasters' Guide to Ravnica p. 221 + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage. + Claws|4|2d4 + 2 + + + Rock + Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. 5 (1d6 + 2) bludgeoning damage. + Rock|4|1d6 + 2 + + + Self-Sacrifice + 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. + + 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 + + + + Niv-Mizzet + G + dragon + Chaotic Neutral + 22 (natural armor) + 370 (19d20 + 171) + walk 40 ft., climb 30 ft., fly 80 ft. + 29 + 14 + 29 + 30 + 17 + 25 + Con +17, Int +18, Wis +11 + Arcana +18, Insight +11, Perception +11 + 21 + Common, Draconic + 26 + cold, psychic, thunder + fire, lightning + + charmed + blindsight 60 ft., darkvision 120 ft. + Guildmasters' Guide to Ravnica p. 241 + + Legendary Resistance (3/Day) + If Niv-Mizzet fails a saving throw, he can choose to succeed instead. + + + Locus of the Firemind + 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. + + + Magic Resistance + Niv-Mizzet has advantage on saving throws against spells and other magical effects. + + + Master Chemister + When Niv-Mizzet casts a spell that deals damage, he can change the spell's damage to cold, fire, force, lightning, or thunder. + + + Multiattack + Niv-Mizzet makes three attacks: one with his bite and two with his claws. + + + Bite + Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 18 (2d8 + 9) piercing damage plus 14 (4d6) fire damage. + Bite|17|2d8 + 9 + + + Claw + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 14 (2d4 + 9) slashing damage. + Claw|17|2d4 + 9 + + + Tail + Melee Weapon Attack: +17 to hit, reach 20 ft., one target. 16 (2d6 + 9) bludgeoning damage. + Tail|17|2d6 + 9 + + + Fire Breath (Recharge 5-6) + 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. + + + 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. + + + Cantrip + Niv-Mizzet casts one of his cantrips. + + + Tail Attack + Niv-Mizzet makes a tail attack. + + + Wing Attack (Costs 2 Actions) + 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. + + + Dracogenius (Costs 3 Actions) + Niv-Mizzet regains a spell slot of 3rd level or lower. + + + Spellcasting + 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: + Cantrips (at will): fire bolt, light, prestidigitation, ray of frost, shocking grasp + • 1st level (4 slots): detect magic, magic missile, shield, thunderwave, unseen servant + • 2nd level (3 slots): blur, enlarge/reduce, flaming sphere, scorching ray + • 3rd level (3 slots): counterspell, fireball, hold person, lightning bolt, slow + • 4th level (3 slots): confusion, dimension door, fabricate + • 5th level (2 slots): conjure elemental, polymorph, wall of fire, wall of force + • 6th level (1 slots): chain lightning, disintegrate, true seeing + • 7th level (1 slots): project image, reverse gravity, teleport + • 8th level (1 slots): control weather, maze, power word stun + • 9th level (1 slots): prismatic wall + + 4, 3, 3, 3, 2, 1, 1, 1, 1 + 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 + 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 + + + + Arclight Phoenix + M + elemental + Chaotic Neutral + 16 + 142 (19d8 + 57) + walk 0 ft., fly 120 ft. + 15 + 22 + 17 + 5 + 12 + 7 + Dex +10 + + 11 + + 12 + thunder; bludgeoning, piercing, slashing from nonmagical attacks + lightning, poison + + exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious + darkvision 60 ft. + Guildmasters' Guide to Ravnica p. 193 + + Flyby + The arclight phoenix doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Grounded Lightning + The first time on a turn that the arclight phoenix touches the ground, it takes 11 (2d10) force damage. + + + Illumination + The arclight phoenix sheds bright light in a 15-foot radius and dim light for an additional 15 feet. + + + Lightning Form + 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. + + + Crackling Death + 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. + + + Arclight Touch + 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. + Arclight Touch|10|6d8 + + Elemental Nature + An arclight phoenix doesn't require air, food, drink, or sleep. + Source: Guildmasters' Guide to Ravnica p. 193 + + + + Blistercoil Weird + M + elemental + Chaotic Neutral + 13 + 45 (7d8 + 14) + walk 40 ft., swim 60 ft. + 16 + 16 + 15 + 5 + 10 + 7 + + + 10 + Draconic + 4 + cold, fire; bludgeoning, piercing, slashing from nonmagical attacks + poison + + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + Guildmasters' Guide to Ravnica p. 207 + + Feed on Fire + 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. + + + Form of Fire and Water + 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. + + + Heated Body + A creature that touches the weird or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. + + + Illumination + The weird sheds bright light in a 30-foot radius and dim light for an additional 30 feet. + + + Slam + 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. + Slam|5|1d8 + 3 + + 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 + + + + Fluxcharger + L + elemental + Chaotic Neutral + 16 (natural armor) + 60 (8d10 + 16) + walk 0 ft., fly 60 ft. + 15 + 18 + 15 + 6 + 10 + 7 + + + 10 + Draconic + 7 + thunder; bludgeoning, piercing, slashing from nonmagical attacks + lightning, poison + + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + Guildmasters' Guide to Ravnica p. 208 + + Amplify Lightning + Whenever a spell that deals lightning damage includes one or more fluxchargers in its area, the spell deals an extra 9 (2d8) lightning damage. + + + Multiattack + The fluxcharger makes two slam attacks or uses Arc Lightning twice. + + + Slam + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) fire damage. + Slam|7|2d8 + 4 + + + Arc Lightning + 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. + Arc Lightning|7|3d10 + + 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 + + + + Galvanice Weird + M + elemental + Chaotic Neutral + 12 (natural armor) + 22 (3d8 + 9) + walk 30 ft. + 14 + 10 + 17 + 3 + 10 + 5 + + + 10 + + 1 + cold, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + Guildmasters' Guide to Ravnica p. 209 + + Death Burst + 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. + + + Slam + 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. + Slam|4|1d6 + 2 + + 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 + + + + Conclave Dryad + M + fey + Lawful Good + 16 (natural armor) + 143 (22d8 + 44) + walk 30 ft. + 12 + 19 + 14 + 19 + 20 + 21 + Int +8, Wis +9, Cha +9 + Arcana +8, Nature +8, Perception +9 + 19 + Common, Elvish, Sylvan + 9 + + + + + darkvision 60 ft. + Guildmasters' Guide to Ravnica p. 194 + + Magic Resistance + The dryad has advantage on saving throws against spells and other magical effects. + + + Speak with Beasts and Plants + The dryad can communicate with beasts and plants as if they and the dryad shared a language. + + + Multiattack + The dryad makes three attacks, using its vine staff, its longbow, or both. + + + Vine Staff + 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. + Vine Staff|9|2d6 + 5 + + + Longbow + Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. 8 (1d8 + 4) piercing damage. + Longbow|8|1d8 + 4 + + + Summon Mount (1/Day) + 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. + + + Suppress Magic (Recharge 5-6) + 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. + + + Innate Spellcasting + The dryad's innate spellcasting ability is Charisma (spell save DC 17). The dryad can innately cast the following spells, requiring no material components: + At will: druidcraft + 3/day each: dispel magic, entangle, plant growth, spike growth + 1/day each: moonbeam, grasping vine, wall of thorns + + druidcraft, dispel magic, entangle, plant growth, spike growth, moonbeam, grasping vine, wall of thorns + 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 + + + + Trostani + L + fey + Neutral Good + 17 (natural armor) + 252 (24d10 + 120) + walk 30 ft. + 19 + 14 + 20 + 16 + 30 + 25 + Con +11, Wis +16, Cha +13 + Arcana +9, Insight +16, Nature +9, Perception +16, Persuasion +13 + 26 + Common, Druidic, Elvish, Sylvan + 18 + + + + charmed, grappled + darkvision 120 ft. + Guildmasters' Guide to Ravnica p. 252 + + Legendary Resistance (3/Day) + If Trostani fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Trostani has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Trostani's weapon attacks are magical. + + + Speak with Beasts and Plants + Trostani can communicate with beasts and plants as if they shared a language. + + + Tree Stride + 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. + + + Multiattack + Trostani takes three actions: she uses Constrict and Touch of Order, and she casts a spell with a casting time of 1 action. + + + Constrict + 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. + Constrict|11|3d6 + 5 + + + Touch of Order + 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. + Touch of Order|16|3d8 + 10 + + + Wrath of Mat'Selesnya (Recharge 5-6) + 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. + + + 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. + + + Voice of Harmony + Trostani makes one melee attack, with advantage on the attack roll. + + + Voice of Life + Trostani bestows 20 temporary hit points on another creature she can see within 120 feet of her. + + + Voice of Order + Trostani casts dispel magic. + + + Chorus of the Conclave (Costs 2 Actions) + Trostani casts suggestion. This counts as one of her daily uses of the spell. + + + Awaken Grove Guardians (Costs 3 Actions) + 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. + + + Innate Spellcasting + Trostani's innate spellcasting ability is Wisdom (spell save DC 24). She can innately cast the following spells, requiring no material components: + At will: dispel magic, druidcraft + 3/day each: bless, conjure animals, giant insect, moonbeam, plant growth, spike growth, suggestion + 1/day each: conjure fey, mass cure wounds + + dispel magic, druidcraft, bless, conjure animals, giant insect, moonbeam, plant growth, spike growth, suggestion, conjure fey, mass cure wounds + 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 + + + + Cackler + S + fiend (demon) + Chaotic Evil + 15 (natural armor) + 10 (3d6) + walk 30 ft. + 9 + 16 + 11 + 11 + 7 + 12 + + Deception +3, Perception +0, Performance +3 + 10 + Abyssal, Common + 1/2 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + darkvision 120 ft. + Guildmasters' Guide to Ravnica p. 195 + + Last Laugh + 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. + + + Mimicry + 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. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage. + Bite|5|1d4 + 3 + + + Spiked Chain + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 6 (1d6 + 3) slashing damage. + Spiked Chain|5|1d6 + 3 + + + Innate Spellcasting + 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: + At will: fire bolt + 1/day: Tasha's hideous laughter + + fire bolt, Tasha's hideous laughter + 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 + + + + Master of Cruelties + L + fiend (demon) + Chaotic Evil + 18 (plate armor) + 127 (15d10 + 45) + walk 30 ft. + 18 + 17 + 16 + 19 + 16 + 21 + Con +7, Int +8, Wis +7, Cha +9 + Deception +9, Intimidation +9, Performance +9, Persuasion +9 + 13 + Abyssal, Common, telepathy 120 ft. + 9 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + truesight 120 ft. + Guildmasters' Guide to Ravnica p. 196 + + Aura of Blood Lust + When any other creature starts its turn within 30 feet of the master, that creature must succeed on a DC 17 Wisdom saving throw, or it must immediately take the Attack action, making one melee attack against a random 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. + + + Feed on the Crowd + 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. + + + Magic Resistance + The master has advantage on saving throws against spells and other magical effects. + + + Multiattack + The master makes two melee attacks with its spear. + + + Spear + 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. + Spear|8|2d6 + 4 + + + Captivating Presence (Recharge 6) + 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. + + + Innate Spellcasting + The master's innate spellcasting ability is Charisma (spell save DC 17). The master can innately cast the following spells, requiring no material components: + At will: charm person (as a 3rd-level spell), crown of madness + 1/day: dominate person + + charm person, crown of madness, dominate person + 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 + + + + Rakdos + H + fiend (demon) + Chaotic Evil + 20 (natural armor) + 300 (24d12 + 144) + walk 40 ft., fly 80 ft. + 26 + 15 + 22 + 14 + 18 + 30 + Str +15, Con +13, Wis +11, Cha +17 + Intimidation +17, Performance +17, Persuasion +17 + 14 + Abyssal, Common + 24 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + fire, poison + + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + Guildmasters' Guide to Ravnica p. 247 + + Captivating Presence + 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. + + + Cruel Entertainment + When a creature Rakdos can see within 60 feet of him is reduced to 0 hit points, Rakdos gains 25 temporary hit points. + + + Legendary Resistance (3/Day) + If Rakdos fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Rakdos has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Rakdos's weapon attacks are magical. + + + Multiattack + Rakdos makes two attacks with his Curtain-Call Scythe or his claws. + + + Curtain-Call Scythe + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 24 (3d10 + 8) slashing damage plus 13 (3d8) fire damage. + Curtain-Call Scythe|15|3d10 + 8 + + + Claw + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 17 (2d8 + 8) slashing damage. + Claw|15|2d8 + 8 + + + 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. + + + Sadistic Revelry + 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. + + + Scythe (Costs 2 Actions) + Rakdos uses Curtain-Call Scythe. + + + Touch of Pain (Costs 3 Actions) + 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. + + + Innate Spellcasting + 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. + At will: hellish rebuke + + hellish rebuke + 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 + + + + Sire of Insanity + H + fiend (demon) + Chaotic Evil + 17 (natural armor) + 157 (15d12 + 60) + walk 40 ft. + 23 + 6 + 19 + 14 + 19 + 22 + Con +8, Int +6, Wis +8, Cha +10 + Deception +10, Intimidation +10 + 14 + Abyssal, Common, telepathy 120 ft. + 12 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + truesight 120 ft. + Guildmasters' Guide to Ravnica p. 197 + + Aura of Mind Erosion + 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. + + + Magic Resistance + The sire has advantage on saving throws against spells and other magical effects. + + + Multiattack + The sire makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. 25 (3d12 + 6) piercing damage plus 16 (3d10) psychic damage. + Bite|10|3d12 + 6 + + + Claws + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 10 (1d8 + 6) slashing damage plus 9 (2d8) psychic damage. + Claws|10|1d8 + 6 + + + Innate Spellcasting + 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: + At will: clairvoyance, crown of madness, major image, suggestion + 1/day each: confusion, mass suggestion + + clairvoyance, crown of madness, major image, suggestion, confusion, mass suggestion + 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 + + + + Bloodfray Giant + H + giant + Chaotic Evil + 14 (natural armor) + 103 (9d12 + 45) + walk 40 ft. + 23 + 9 + 20 + 7 + 8 + 9 + Str +9, Con +8, Wis +2 + Athletics +9, Perception +2 + 12 + Giant + 6 + + + + + + Guildmasters' Guide to Ravnica p. 200 + + Chain + 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. + Chain|9|3d6 + 6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 16 (3d6 + 6) bludgeoning damage. + Rock|9|3d6 + 6 + + + Furious Defense + 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. + + 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 + + + + Borborygmos + H + giant + Chaotic Neutral + 14 (natural armor) + 270 (20d12 + 140) + walk 40 ft. + 24 + 11 + 24 + 8 + 17 + 16 + Str +13, Con +13, Wis +9 + Athletics +13, Insight +9, Survival +9 + 13 + Common, Giant + 18 + poison, psychic + + + charmed, frightened + tremorsense 60 ft. + Guildmasters' Guide to Ravnica p. 238 + + Legendary Resistance (3/Day) + If Borborygmos fails a saving throw, he can choose to succeed instead. + + + Poor Depth Perception + Borborygmos has disadvantage on any attack roll against a target more than 30 feet away. + + + Siege Monster + Borborygmos deals double damage to objects and structures. + + + Multiattack + Borborygmos can use his Frightful Presence. He also makes two attacks: one with his maul and one with his stomp. + + + Maul + 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. + Maul|13|6d6 + 7 + + + Stomp + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 18 (2d10 + 7) bludgeoning damage. + Stomp|13|2d10 + 7 + + + Rock + Ranged Weapon Attack: +13 to hit, range 30/120 ft., one target. 29 (4d10 + 7) bludgeoning damage. + Rock|13|4d10 + 7 + + + Frightful Presence + 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. + + + 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. + + + Attack + Borborygmos makes a weapon attack. + + + Bellow (Costs 2 Actions) + 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. + + + Wide Berth (Costs 3 Actions) + 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. + + 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 + + + + Guardian Giant + H + giant + Lawful Neutral + 19 (half plate armor) + 137 (11d12 + 66) + walk 40 ft. + 24 + 17 + 22 + 10 + 18 + 12 + Dex +6, Wis +7 + Insight +7, Perception +10 + 20 + Common, Giant + 8 + + + + + + Guildmasters' Guide to Ravnica p. 201 + + Vigilant + The giant can't be surprised. + + + Multiattack + The giant makes three spear attacks. + + + Spear + 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. + Spear|10|3d6 + 7 + + + Protection + 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. + + 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 + + + + Nivix Cyclops + L + giant + Unaligned + 14 (half plate armor) + 115 (10d10 + 60) + walk 30 ft. + 24 + 9 + 22 + 7 + 10 + 9 + Con +9, Wis +3 + + 10 + Common, Giant + 8 + + poison, psychic + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + Guildmasters' Guide to Ravnica p. 216 + + Magic Resistance + The cyclops has advantage on saving throws against spells and other magical effects. + + + Multiattack + The cyclops makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 23 (3d10 + 7) bludgeoning damage. + Slam|10|3d10 + 7 + + + Spell Vitalization + 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. + + 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 + + + + Orzhov Giant + L + giant + Lawful Evil + 18 (plate armor) + 84 (8d10 + 40) + walk 40 ft. + 23 + 13 + 21 + 12 + 13 + 8 + Dex +4, Con +8, Wis +4 + + 11 + Common, Giant + 6 + + + + + darkvision 60 ft. + Guildmasters' Guide to Ravnica p. 202 + + Focus + 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. + + + Multiattack + The giant makes two greataxe attacks. + + + Greataxe + 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. + Greataxe|9|3d12 + 6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage. + Rock|9|4d10 + 6 + + 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 + + + + Sunder Shaman + H + giant + Chaotic Neutral + 20 (stone armor) + 138 (12d12 + 60) + walk 40 ft. + 23 + 15 + 21 + 10 + 12 + 9 + Dex +6, Con +9, Wis +5 + Athletics +10, Perception +5 + 15 + Giant + 10 + + + + + darkvision 60 ft. + Guildmasters' Guide to Ravnica p. 202 + + Reckless + 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. + + + Siege Monster + The giant deals double damage to objects and structures. + + + Stone Camouflage + The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Multiattack + 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. + + + Slam + Melee Weapon Attack: +10 to hit, reach 15 ft., one target. 24 (4d8 + 6) bludgeoning damage. + Slam|10|4d8 + 6 + + + Rock + 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. + Rock|10|4d10 + 6 + + 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 + + + + Hybrid Brute + M + humanoid (Simic hybrid) + Neutral Good + 18 (natural armor) + 52 (8d8 + 16) + walk 30 ft. + 18 + 11 + 15 + 8 + 11 + 9 + + + 10 + Common plus any one language + 2 + + + + + + Guildmasters' Guide to Ravnica p. 217 + + Amphibious + The hybrid can breathe air and water. + + + Multiattack + The hybrid makes two claw attacks. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage. + Claw|6|1d6 + 4 + + 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 + + + + Hybrid Flier + M + humanoid (Simic hybrid) + Neutral Good + 13 + 39 (6d8 + 12) + walk 30 ft., fly 40 ft. + 12 + 16 + 14 + 11 + 10 + 11 + + + 10 + Common plus any one language + 2 + acid + + + + + Guildmasters' Guide to Ravnica p. 217 + + Multiattack + The hybrid makes two javelin attacks. It can replace one javelin attack with Spit Acid. + + + Javelin + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 6 (1d6 + 3) piercing damage. + Javelin|5|1d6 + 3 + + + Spit Acid + Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 10 (4d4) acid damage. + Spit Acid|5|4d4 + + 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 + + + + Hybrid Poisoner + M + humanoid (Simic hybrid) + Neutral Good + 14 + 26 (4d8 + 8) + walk 40 ft. + 12 + 19 + 14 + 12 + 13 + 12 + Dex +6, Con +4 + Athletics +3, Perception +3, Stealth +6 + 13 + Common plus any one language + 1 + + poison + + poisoned + darkvision 30 ft. + Guildmasters' Guide to Ravnica p. 217 + + Assassinate + 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. + + + Poisonous Skin + Any creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 3 (1d6) poison damage. + + + Toxic Touch + 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. + Toxic Touch|6|2d6 + + 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 + + + + Hybrid Shocker + M + humanoid (Simic hybrid) + Neutral Good + 12 + 39 (6d8 + 12) + walk 30 ft. + 13 + 14 + 14 + 10 + 12 + 9 + + + 11 + Common plus any one language + 1 + + lightning + + + + Guildmasters' Guide to Ravnica p. 218 + + Electrified Body + Any creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage. + + + Illumination + The hybrid sheds bright light in a 10-foot radius and dim light for an additional 10 feet. + + + Multiattack + The hybrid makes two attacks: one with its shocking touch and one with its tentacles. + + + Shocking Touch + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d8) lightning damage. + Shocking Touch|4|2d8 + + + Tentacles + 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. + Tentacles|4|1d10 + + 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 + + + + Hybrid Spy + M + humanoid (Simic hybrid) + Neutral Good + 13 + 22 (4d8 + 4) + walk 30 ft., climb 30 ft. + 11 + 17 + 12 + 13 + 14 + 9 + + Perception +4, Stealth +5 + 14 + Common plus any one language + 1/2 + + + + + darkvision 60 ft. + Guildmasters' Guide to Ravnica p. 218 + + Chameleon Skin + The hybrid has advantage on Dexterity (Stealth) checks made to hide. + + + Spider Climb + The hybrid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The hybrid makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|5|1d6 + 3 + + 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 + + + + Biomancer + M + humanoid (any race) + Neutral Good + 17 (splint armor) + 110 (17d8 + 34) + walk 30 ft. + 10 + 15 + 14 + 20 + 14 + 15 + Int +9, Wis +6 + Arcana +9, Nature +9 + 12 + Common plus any one language + 10 + + + + + + Guildmasters' Guide to Ravnica p. 256 + + Bolstering Presence + 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. + + + Magic Resistance + The biomancer has advantage on saving throws against spells and other magical effects. + + + Scimitar + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Scimitar|6|1d6 + 2 + + + Spellcasting + 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: + Cantrips (at will): acid splash, light, mending, poison spray, shocking grasp + • 1st level (4 slots): detect magic, grease, shield + • 2nd level (3 slots): alter self, darkvision, enlarge/reduce, hold person + • 3rd level (3 slots): counterspell, dispel magic, haste, protection from energy + • 4th level (3 slots): confusion, conjure minor elementals, polymorph + • 5th level (2 slots): cone of cold, creation, hold monster + • 6th level (1 slots): move earth, wall of ice + • 7th level (1 slots): prismatic spray + • 8th level (1 slots): control weather + + 4, 3, 3, 3, 2, 1, 1, 1 + 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 + 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 + + + + Blood Witch + M + humanoid (any race) + Chaotic Evil + 12, 15 (with mage armor) + 78 (12d8 + 24) + walk 30 ft. + 16 + 14 + 15 + 13 + 9 + 19 + Wis +2, Cha +7 + Arcana +4, Intimidation +7, Perception +2, Stealth +5 + 12 + Abyssal plus any one language (usually Common) + 7 + psychic + + + + darkvision 120 ft. + Guildmasters' Guide to Ravnica p. 248 + + Blood Witch Dance + 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. + + + Devil's Sight + Magical darkness doesn't impede the witch's darkvision. + + + Multiattack + The witch makes two attacks: one with its longsword and one with its shortsword. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage. + Longsword|6|1d8 + 3 + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|6|1d6 + 3 + + + Innate Spellcasting + 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: + At will: alter self, detect magic, eldritch blast (at 11th level), false life, levitate (self only), mage armor (self only) + 1/day each: circle of death, enthrall, suggestion + 3/day each: hellish rebuke, hex, scorching ray (at 3rd level) + + alter self, detect magic, eldritch blast, false life, levitate, mage armor, circle of death, enthrall, suggestion, hellish rebuke, hex, scorching ray + 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 + + + + Cosmotronic Blastseeker + M + humanoid (any race) + Chaotic Neutral + 15 (chain shirt) + 37 (5d8 + 15) + walk 30 ft. + 14 + 15 + 16 + 18 + 9 + 12 + Dex +4, Con +5 + Arcana +6, Intimidation +3, Perception +1 + 11 + any one language (usually Common) + 4 + + + + + + Guildmasters' Guide to Ravnica p. 242 + + Empowered Spell (3/Day) + When the blastseeker rolls damage for a spell, it can reroll up to four dice of damage. It must use the new dice. + + + Tides of Chaos (1/Day) + The blastseeker makes one attack roll, ability check, or saving throw with advantage. + + + Warhammer + 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. + Warhammer|4|1d8 + 2 + + + Innate Spellcasting + 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: + 2/day: fireball + 3/day each: scorching ray, shield, thunderwave + + fireball, scorching ray, shield, thunderwave + 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 + + + + Counterflux Blastseeker + M + humanoid (any race) + Chaotic Neutral + 13, 16 (with mage armor) + 39 (6d8 + 12) + walk 30 ft. + 13 + 16 + 15 + 18 + 11 + 14 + Con +4, Wis +2 + Arcana +6, Perception +2 + 12 + Common plus any one language + 2 + + + + + + Guildmasters' Guide to Ravnica p. 242 + + Counterflux Overcast (Recharge 5-6) + 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. + + + Rapier + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Rapier|5|1d8 + 3 + + + Innate Spellcasting + 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: + 3/day each: enlarge/reduce, mage armor (self only), scorching ray + 1/day each: counterspell, dispel magic, protection from energy + + enlarge/reduce, mage armor, scorching ray, counterspell, dispel magic, protection from energy + 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 + + + + Druid of the Old Ways + M + humanoid (any race) + Chaotic Neutral + 14 (hide armor) + 90 (12d8 + 36) + walk 30 ft. + 11 + 15 + 16 + 10 + 20 + 14 + Dex +5, Con +6, Wis +8 + Nature +3, Perception +8, Survival +8 + 18 + Common, Druidic + 7 + + + + + + Guildmasters' Guide to Ravnica p. 239 + + Siege Monster + The druid deals double damage to objects and structures. + + + Speak with Beasts and Plants + The druid can communicate with beasts and plants as if they shared a language. + + + Quarterstaff + 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. + Quarterstaff|3|1d6 + + + Spellcasting + 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: + Cantrips (at will): druidcraft, produce flame, resistance, thorn whip + • 1st level (4 slots): cure wounds, faerie fire, thunderwave + • 2nd level (3 slots): beast sense, flame blade, pass without trace + • 3rd level (3 slots): conjure animals, dispel magic, plant growth + • 4th level (3 slots): dominate beast, freedom of movement, wall of fire + • 5th level (2 slots): commune with nature, conjure elemental, scrying + • 6th level (1 slots): transport via plants, wall of thorns + + 4, 3, 3, 3, 2, 1 + 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 + 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 + + + + Firefist + M + humanoid (any race) + Lawful Good + 18 (plate armor) + 117 (18d8 + 36) + walk 30 ft. + 16 + 10 + 14 + 11 + 17 + 13 + Con +5, Wis +6 + Intimidation +4, Religion +3 + 13 + any one language (usually Common) + 7 + + + + + + Guildmasters' Guide to Ravnica p. 231 + + Multiattack + The firefist makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. + Greatsword|6|2d6 + 3 + + + Guided Attack (Recharges after a Short or Long Rest) + 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. + + + Spellcasting + 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: + Cantrips (at will): fire bolt, light, sacred flame, spare the dying + • 1st level (4 slots): guiding bolt, healing word, heroism, shield of faith + • 2nd level (3 slots): lesser restoration, scorching ray + • 3rd level (3 slots): blinding smite, crusader's mantle, revivify + • 4th level (3 slots): banishment, wall of fire + • 5th level (1 slots): flame strike + + 4, 3, 3, 3, 1 + 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 + 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 + + + + Flux Blastseeker + M + humanoid (any race) + Chaotic Neutral + 12, 15 (with mage armor) + 55 (10d8 + 10) + walk 30 ft. + 10 + 15 + 12 + 20 + 9 + 14 + Dex +5, Int +8 + Arcana +8, Perception +2 + 12 + Common plus any one language + 5 + + + + + + Guildmasters' Guide to Ravnica p. 242 + + Fluxbending Overcast (Recharge 5-6) + 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. + + + Quarterstaff + 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. + Quarterstaff|3|1d6 + + + Innate Spellcasting + 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: + 3/day each: mage armor (self only), scorching ray + 1/day each: banishment, cone of cold, dimension door, fireball, ice storm + + mage armor, scorching ray, banishment, cone of cold, dimension door, fireball, ice storm + 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 + + + + Frontline Medic + M + humanoid (any race) + Lawful Good + 20 (plate armor) + 19 (3d8 + 6) + walk 30 ft. + 15 + 10 + 14 + 10 + 13 + 12 + + Medicine +5, Perception +3 + 13 + any one language (usually Common) + 1/4 + + + + + + Guildmasters' Guide to Ravnica p. 231 + + Spear + 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. + Spear|4|1d6 + 2 + + + Spellcasting + 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: + Cantrips (at will): mending, resistance, spare the dying + • 1st level (4 slots): cure wounds, sanctuary + • 2nd level (2 slots): aid, lesser restoration + + 4, 2 + mending, resistance, spare the dying, cure wounds, sanctuary, aid, lesser restoration + 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 + + + + Galvanic Blastseeker + M + humanoid (any race) + Chaotic Neutral + 13 + 52 (8d8 + 16) + walk 30 ft. + 10 + 17 + 14 + 19 + 10 + 13 + Dex +6 + Acrobatics +6, Arcana +7, Perception +3 + 13 + Common and Primordial, plus any one language + 5 + lightning, thunder + + + + + Guildmasters' Guide to Ravnica p. 243 + + Galvanic Overcast (Recharge 5-6) + 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. + + + Heart of the Storm + When the blastseeker casts lightning bolt or thunderwave, all other creatures within 10 feet of the blastseeker each take 3 lightning damage. + + + Gust-Propelled Leap + The blastseeker can use a bonus action to fly up to 10 feet without provoking opportunity attacks. + + + Spear + 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. + Spear|3|1d6 + + + Innate Spellcasting + 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: + 1/day: stoneskin + 3/day each: levitate, lightning bolt, thunderwave + + stoneskin, levitate, lightning bolt, thunderwave + 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 + + + + Horncaller + M + humanoid (any race) + Lawful Good + 13 (hide armor) + 39 (6d8 + 12) + walk 30 ft. + 13 + 12 + 14 + 10 + 14 + 13 + + Animal handling +4, Nature +2, Perception +4 + 14 + Common plus any one language + 1 + + + + + + Guildmasters' Guide to Ravnica p. 253 + + Speak with Beasts + The horncaller can communicate with beasts as if they shared a language. + + + Multiattack + The horncaller makes two melee attacks with its staff and uses One with the Worldsoul. + + + Staff + 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. + Staff|3|1d6 + 1 + + + One with the Worldsoul + 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. + + + Innate Spellcasting + The horncaller's innate spellcasting ability is Wisdom (spell save DC 14). The horncaller can innately cast the following spells, requiring no material components: + 1/day each: bless, conjure animals + + bless, conjure animals + 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 + + + + Lawmage + M + humanoid (any race) + Lawful Neutral + 15 (breastplate) + 84 (13d8 + 26) + walk 30 ft. + 13 + 12 + 14 + 17 + 14 + 13 + Int +6, Wis +5 + Arcana +6, Perception +5, Persuasion +4 + 15 + Common plus any one language + 6 + + + + + + Guildmasters' Guide to Ravnica p. 228 + + Quarterstaff + 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. + Quarterstaff|4|1d6 + 1 + + + Spellcasting + 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: + Cantrips (at will): fire bolt, friends, light, message + • 1st level (4 slots): alarm, expeditious retreat, shield + • 2nd level (3 slots): arcane lock, detect thoughts, hold person + • 3rd level (3 slots): clairvoyance, dispel magic, slow + • 4th level (2 slots): locate creature, stoneskin + + 4, 3, 3, 2 + fire bolt, friends, light, message, alarm, expeditious retreat, shield, arcane lock, detect thoughts, hold person, clairvoyance, dispel magic, slow, locate creature, stoneskin + 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 + + + + Mind Mage + M + humanoid (any race) + Lawful Evil + 12, 15 (with mage armor) + 49 (11d8) + walk 30 ft. + 10 + 14 + 10 + 20 + 15 + 16 + Int +8, Wis +5 + Arcana +8, Deception +6, Insight +5, Persuasion +6 + 12 + Common plus any four languages + 5 + + + + + + Guildmasters' Guide to Ravnica p. 233 + + Special Equipment + The mage wears a Spies' Murmur (see chapter 5). + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|5|1d4 + 2 + + + Innate Spellcasting (Psionics) + The mage's spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components: + At will: encode thoughts (see chapter 2), friends + 3/day each: charm person, detect thoughts, mage armor, sleep, suggestion + 1/day each: dominate person, mass suggestion, modify memory + + encode thoughts, friends, charm person, detect thoughts, mage armor, sleep, suggestion, dominate person, mass suggestion, modify memory + 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 + + + + Precognitive Mage + M + humanoid (any race) + Lawful Neutral + 11, 14 (with mage armor) + 63 (14d8) + walk 30 ft. + 9 + 13 + 10 + 18 + 13 + 11 + Int +6, Wis +3 + Perception +3 + 13 + Common plus any one language + 3 + + + + + truesight 120 ft. + Guildmasters' Guide to Ravnica p. 228 + + Quarterstaff + 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. + Quarterstaff|1|1d6 - 1 + + + Glimpse the Temporal Flood (Recharge 5-6) + 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. + + + Precognitive Insight (3/Day) + 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. + + + Innate Spellcasting + The mage's innate spellcasting ability is Intelligence (spell save DC 14). It can cast the following spells, requiring no material components: + 3/day: detect thoughts, mage armor + 1/day each: clairvoyance, locate object + + detect thoughts, mage armor, clairvoyance, locate object + 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 + + + + Rakdos Lampooner + M + humanoid (any race) + Chaotic Evil + 12 (leather armor) + 27 (5d8 + 5) + walk 30 ft. + 11 + 12 + 13 + 12 + 9 + 18 + + Deception +6, Performance +6 + 9 + Common plus any one language + 2 + + + + + + Guildmasters' Guide to Ravnica p. 248 + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|2|1d4 + + + Spellcasting + 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: + Cantrips (at will): dancing lights, minor illusion, vicious mockery + • 1st level (4 slots): bane, dissonant whispers, silent image, Tasha's hideous laughter, thunderwave + • 2nd level (3 slots): crown of madness, enthrall, suggestion + + 4, 3 + dancing lights, minor illusion, vicious mockery, bane, dissonant whispers, silent image, Tasha's hideous laughter, thunderwave, crown of madness, enthrall, suggestion + 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 + + + + Rakdos Performer, Blade Juggler + M + humanoid (any race) + Chaotic Evil + 13 + 22 (4d8 + 4) + walk 40 ft., climb 30 ft. + 13 + 17 + 12 + 10 + 8 + 15 + Dex +5, Cha +4 + Acrobatics +7, Performance +4 + 9 + any one language (usually Common) + 1 + + + + + + Guildmasters' Guide to Ravnica p. 249 + + Nimble + The performer can take the Disengage action as a bonus action on each of its turns. + + + Multiattack + The juggler makes three dagger attacks. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. + Dagger|5|1d4 + 3 + + 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 + + + + Rakdos Performer, Fire Eater + M + humanoid (any race) + Chaotic Evil + 13 + 22 (4d8 + 4) + walk 40 ft., climb 30 ft. + 13 + 17 + 12 + 10 + 8 + 15 + Dex +5, Cha +4 + Acrobatics +7, Performance +4 + 9 + any one language (usually Common) + 1 + + + + + + Guildmasters' Guide to Ravnica p. 249 + + Nimble + The performer can take the Disengage action as a bonus action on each of its turns. + + + Multiattack + The fire eater makes two attacks with its bladed chain. + + + Bladed Chain + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 6 (1d6 + 3) slashing damage. + Bladed Chain|5|1d6 + 3 + + + Spew Flame (Recharge 4-6) + 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. + + 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 + + + + Rakdos Performer, High-Wire Acrobat + M + humanoid (any race) + Chaotic Evil + 13 + 22 (4d8 + 4) + walk 40 ft., climb 30 ft. + 13 + 17 + 12 + 10 + 8 + 15 + Dex +5, Cha +4 + Acrobatics +7, Performance +4 + 9 + any one language (usually Common) + 1 + + + + + + Guildmasters' Guide to Ravnica p. 249 + + Nimble + The performer can take the Disengage action as a bonus action on each of its turns. + + + Multiattack + The acrobat makes two attacks with its barbed pole. + + + Barbed Pole + 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. + Barbed Pole|5|1d8 + 3 + + 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 + + + + Reckoner + M + humanoid (any race) + Lawful Neutral + 18 (plate armor) + 52 (8d8 + 16) + walk 30 ft. + 16 + 12 + 15 + 15 + 12 + 10 + + Arcana +4, Intimidation +2, Perception +3 + 13 + Common plus any one language + 4 + + + + + + Guildmasters' Guide to Ravnica p. 231 + + First Strike + The reckoner has advantage on initiative rolls. + + + Longsword + 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. + Longsword|5|1d8 + 3 + + + Lightning Backlash (Recharge 5-6) + When a creature hits the reckoner with an attack, the attacker takes lightning damage equal to half the damage dealt by the attack. + + + Spellcasting + 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: + Cantrips (at will): blade ward, light, message, shocking grasp + • 1st level (4 slots): guiding bolt, shield, thunderwave, witch bolt + • 2nd level (3 slots): blur, levitate + • 3rd level (2 slots): lightning bolt + + 4, 3, 2 + blade ward, light, message, shocking grasp, guiding bolt, shield, thunderwave, witch bolt, blur, levitate, lightning bolt + 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 + + + + Rubblebelt Stalker + M + humanoid (any race) + Chaotic Neutral + 14 (piecemeal armor) + 11 (2d8 + 2) + walk 30 ft., climb 30 ft. + 10 + 15 + 12 + 10 + 14 + 8 + + Athletics +2, Perception +4, Stealth +4 + 14 + any one language (usually Common) + 1/2 + + + + + + Guildmasters' Guide to Ravnica p. 239 + + Ambusher + In the first round of a combat, the stalker has advantage on attack rolls against any creature that hasn't taken a turn yet. + + + Nimble Escape + The stalker can take the Disengage or Hide action as a bonus action on each of its turns. + + + Ruin Dweller + 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. + + + Siege Monster + The stalker deals double damage to objects and structures. + + + Multiattack + The stalker makes three attacks with its shortsword. + + + Shortsword + Melee Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|4|1d6 + 2 + + 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 + + + + Scorchbringer Guard + M + humanoid (any race) + Chaotic Neutral + 16 (breastplate) + 11 (2d8 + 2) + walk 30 ft. + 13 + 14 + 12 + 10 + 9 + 10 + + + 9 + any one language (usually Common) + 1/2 + + + + + + Guildmasters' Guide to Ravnica p. 243 + + Explosive Tank + 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. + + + Light Hammer + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) bludgeoning damage. + Light Hammer|4|1d4 + 2 + + + Scorchbringer (Recharge 4-6) + 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. + + 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 + + + + Soldier + M + humanoid (any race) + Any alignment + 18 (chain mail) + 16 (3d8 + 3) + walk 30 ft. + 13 + 12 + 12 + 10 + 11 + 11 + + Perception +2, Athletics +3 + 12 + any one language (usually Common) + 1/2 + + + + + + Guildmasters' Guide to Ravnica p. 226 + + Formation Tactics + 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. + + + Multiattack + The soldier makes two melee attacks. + + + Longsword + 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. + Longsword|3|1d8 + 2 + + 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 + + + + Thought Spy + M + humanoid (any race) + Lawful Evil + 13 (leather armor) + 27 (6d8) + walk 30 ft. + 11 + 14 + 10 + 16 + 13 + 14 + + Deception +6, Insight +3, Investigation +5, Perception +3, Sleight of hand +4, Stealth +4 + 13 + Common plus any one language + 1 + + + + + darkvision 30 ft. + Guildmasters' Guide to Ravnica p. 233 + + Cunning Action + On each of its turns, the thought spy can use a bonus action to take the Dash, Disengage, or Hide action. + + + Multiattack + The thought spy makes two melee attacks, or it makes three ranged attacks with its daggers. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|4|1d4 + 2 + + + Rapier + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. + Rapier|4|1d8 + 2 + + + Innate Spellcasting (Psionics) + 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: + At will: charm person, disguise self, encode thoughts (see chapter 2) + 1/day each: blur, detect thoughts, gaseous form + + charm person, disguise self, encode thoughts, blur, detect thoughts, gaseous form + 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 + + + + Golgari Shaman + M + humanoid (elf) + Lawful Evil + 14 (hide armor) + 88 (16d8 + 16) + walk 30 ft. + 11 + 15 + 12 + 12 + 17 + 16 + Con +4, Wis +6 + Arcana +4, Insight +6, Nature +4, Religion +4 + 13 + Common, Elvish + 5 + + + + + darkvision 60 ft. + Guildmasters' Guide to Ravnica p. 236 + + Fey Ancestry + The shaman has advantage on saving throws against being charmed, and magic can't put it to sleep. + + + Quarterstaff + 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. + Quarterstaff|4|1d6 + 2 + + + Fungal Rot + 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. + Fungal Rot|6|2d8 + + + Feed on Death + When a creature within 30 feet of the shaman drops to 0 hit points, the shaman gains 5 (1d10) temporary hit points. + + + Spellcasting + 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: + Cantrips (at will): poison spray, shillelagh, thorn whip + • 1st level (4 slots): cure wounds, entangle, ray of sickness + • 2nd level (3 slots): pass without trace, ray of enfeeblement, spike growth + • 3rd level (3 slots): animate dead, dispel magic, plant growth + • 4th level (2 slots): blight, giant insect + + 4, 3, 3, 2 + 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 + 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 + + + + Kraul Death Priest + M + humanoid (kraul) + Lawful Evil + 18 (natural armor) + 65 (10d8 + 20) + walk 30 ft., climb 30 ft., fly 40 ft. + 16 + 12 + 14 + 12 + 15 + 10 + Con +4, Wis +4 + Insight +4, Nature +3, Religion +3 + 12 + Common, Kraul + 4 + + + + + darkvision 60 ft. + Guildmasters' Guide to Ravnica p. 214 + + Feed on Death + 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. + + + Hive Mind + The kraul is immune to the charmed and frightened conditions while within 30 feet of at least one other kraul. + + + Pack Tactics + 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. + + + Spider Climb + The kraul can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The kraul makes one attack with its quarterstaff and casts one of its spells with a casting time of 1 action. + + + Quarterstaff + 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. + Quarterstaff|5|1d6 + 3 + + + Innate Spellcasting + 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: + At will: chill touch, poison spray + 3/day each: ray of enfeeblement, ray of sickness + 1/day each: animate dead, blight, vampiric touch + + chill touch, poison spray, ray of enfeeblement, ray of sickness, animate dead, blight, vampiric touch + 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 + + + + Kraul Warrior + M + humanoid (kraul) + Lawful Evil + 18 (natural armor) + 27 (5d8 + 5) + walk 30 ft., climb 30 ft. + 15 + 12 + 13 + 10 + 11 + 8 + + + 10 + Kraul, understands Common but can't speak it + 1/2 + + + + + darkvision 60 ft. + Guildmasters' Guide to Ravnica p. 213 + + Hive Mind + The kraul is immune to the charmed and frightened conditions while within 30 feet of at least one other kraul. + + + Pack Tactics + 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. + + + Spider Climb + The kraul can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Spear + 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. + Spear|4|1d6 + 2 + + + Variant: Winged Kraul Warriors + 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. + + 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 + + + + Zegana + M + humanoid (merfolk) + Lawful Neutral + 16 (natural armor) + 130 (20d8 + 40) + walk 30 ft., swim 40 ft. + 11 + 14 + 14 + 20 + 18 + 16 + Int +10, Wis +9 + Insight +9, Nature +10, Perception +9 + 19 + Common, Elvish, Merfolk + 16 + cold, poison + + + + darkvision 60 ft. + Guildmasters' Guide to Ravnica p. 255 + + Amphibious + Zegana can breathe air and water. + + + Legendary Resistance (3/Day) + If Zegana fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Zegana has advantage on saving throws against spells and other magical effects. + + + Prime Speaker's Trident + 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. + Prime Speaker's Trident|10|2d6 + 5 + + + Deluge (Recharge 4-6) + 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. + + + 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. + + + Adaptive Skin + Zegana gains resistance to one damage type of her choice-acid, fire, lightning, or thunder-until the start of her next turn. + + + Trident + Zegana makes one melee attack with the Prime Speaker's Trident. + + + Enlarge (Costs 2 Actions) + Zegana casts enlarge/reduce on herself, using the enlarge option, without expending a spell slot. + + + Deluge (Costs 3 Actions) + Zegana uses Deluge, if available. + + + Spellcasting + 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: + Cantrips (at will): acid splash, druidcraft, ray of frost, shape water + • 1st level (4 slots): color spray, expeditious retreat, fog cloud, shield + • 2nd level (3 slots): enlarge/reduce, gust of wind + • 3rd level (3 slots): counterspell, fly, slow + • 4th level (3 slots): control water, ice storm, polymorph + • 5th level (2 slots): conjure elemental, creation + • 6th level (1 slots): move earth, wall of ice + • 7th level (1 slots): prismatic spray, teleport + • 8th level (1 slots): control weather, dominate monster + + 4, 3, 3, 3, 2, 1, 1, 1 + 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 + 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 + + + + Category 1 Krasis + M + monstrosity + Unaligned + 15 (natural armor) + 19 (3d8 + 6) + walk 30 ft. + 16 + 15 + 14 + 2 + 13 + 8 + + + 11 + + 1 + + + + + + Guildmasters' Guide to Ravnica p. 210 + + Amphibious + The krasis can breathe air and water. + + + Multiattack + The krasis makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 8 (1d10 + 3) piercing damage. + Bite|5|1d10 + 3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage. + Claws|5|1d8 + 3 + + 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 + + + + Category 2 Krasis + L + monstrosity + Unaligned + 15 (natural armor) + 136 (16d10 + 48) + walk 40 ft. + 18 + 14 + 16 + 2 + 13 + 8 + + + 11 + + 6 + + + + + + Guildmasters' Guide to Ravnica p. 211 + + Amphibious + The krasis can breathe air and water. + + + Multiattack + The krasis makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 17 (2d12 + 4) piercing damage. + Bite|7|2d12 + 4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 17 (2d12 + 4) slashing damage. + Claws|7|2d12 + 4 + + 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 + + + + Category 3 Krasis + H + monstrosity + Unaligned + 16 (natural armor) + 287 (25d12 + 125) + walk 40 ft. + 23 + 12 + 21 + 2 + 13 + 8 + + + 11 + + 16 + + + + + + Guildmasters' Guide to Ravnica p. 212 + + Amphibious + The krasis can breathe air and water. + + + Multiattack + The krasis makes three attacks: one with its bite, one with its claws, and one with its tail. + + + Bite + Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. 27 (6d6 + 6) piercing damage. + Bite|11|6d6 + 6 + + + Claws + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 22 (3d10 + 6) slashing damage. + Claws|11|3d10 + 6 + + + Tail + 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. + Tail|11|6d8 + 6 + + 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 + + + + Isperia + G + monstrosity + Lawful Neutral + 17 (natural armor) + 261 (18d20 + 72) + walk 40 ft., fly 60 ft. + 20 + 14 + 18 + 23 + 26 + 20 + Dex +9, Con +11, Int +13, Wis +15 + Arcana +13, History +13, Insight +15, Perception +15 + 25 + Common, Sphinx + 21 + + psychic; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, frightened + truesight 120 ft. + Guildmasters' Guide to Ravnica p. 227 + + Inscrutable + 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. + + + Legendary Resistance (3/Day) + If Isperia fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Isperia has advantage on saving throws against spells and other magical effects. + + + Multiattack + Isperia makes two claw attacks. She can cast a spell with a casting time of 1 action in place of one claw attack. + + + Claw + 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. + Claw|12|3d10 + 5 + + + Supreme Legal Authority + 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. + + + 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. + + + Claw Attack + Isperia makes one claw attack. + + + Cast a Spell (Costs 2 Actions) + Isperia casts a spell of 3rd level or lower from her list of prepared spells, using a spell slot as normal. + + + Supreme Legal Authority (Costs 3 Actions) + Isperia uses Supreme Legal Authority. + + + Innate Spellcasting + Isperia's innate spellcasting ability is Wisdom (spell save DC 23). Isperia can innately cast imprisonment twice per day, requiring no material components. + 2/day: imprisonment + + + Spellcasting + 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: + Cantrips (at will): guidance, light, resistance, sacred flame, thaumaturgy + • 1st level (4 slots): command, detect evil and good, ensnaring strike, sanctuary, shield of faith + • 2nd level (3 slots): arcane lock, augury, calm emotions, hold person, silence, zone of truth + • 3rd level (3 slots): bestow curse, clairvoyance, counterspell, dispel magic, tongues + • 4th level (3 slots): divination, locate creature + • 5th level (2 slots): dispel evil and good, scrying + • 6th level (1 slots): word of recall + • 7th level (1 slots): divine word + • 8th level (1 slots): antimagic field + + 4, 3, 3, 3, 2, 1, 1, 1 + 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 + 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 + + + + Skyjek Roc + L + monstrosity + Unaligned + 15 (breastplate) + 37 (5d10 + 10) + walk 20 ft., fly 90 ft. + 20 + 13 + 14 + 3 + 10 + 8 + Dex +3, Wis +2 + Perception +2 + 12 + + 2 + + + + + + Guildmasters' Guide to Ravnica p. 219 + + Keen Sight + The roc has advantage on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The roc makes two attacks: one with its beak and one with its talons. + + + Beak + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage. + Beak|7|1d8 + 5 + + + Talons + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (2d4 + 5) slashing damage. + Talons|7|2d4 + 5 + + 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 + + + + Skyswimmer + G + monstrosity + Unaligned + 18 (natural armor) + 216 (16d20 + 48) + walk 10 ft., fly 60 ft. + 23 + 15 + 16 + 7 + 12 + 6 + Con +8 + Perception +6 + 16 + + 13 + + + + + + Guildmasters' Guide to Ravnica p. 220 + + Amphibious + The skyswimmer can breathe air and water. + + + Multiattack + The skyswimmer makes three attacks: one with its bite and two with its slam. + + + Bite + 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. + Bite|11|3d10 + 6 + + + Slam + Melee Weapon Attack: +11 to hit, reach 30 ft., one target. 19 (2d12 + 6) bludgeoning damage. + Slam|11|2d12 + 6 + + 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 + + + + Undercity Medusa + M + monstrosity + Lawful Evil + 16 (natural armor) + 120 (16d8 + 48) + walk 30 ft. + 16 + 18 + 16 + 17 + 12 + 15 + + Deception +5, Insight +4, Perception +4, Stealth +7 + 14 + Common, Elvish + 6 + + + + + darkvision 60 ft. + Guildmasters' Guide to Ravnica p. 222 + + Magic Resistance + The medusa has advantage on saving throws against spells and other magical effects. + + + Surprise Attack + 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. + + + Multiattack + The medusa makes two claw attacks. It can also use Petrifying Gaze before or after making these attacks. + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage. + Claw|7|2d8 + 4 + + + Petrifying Gaze + 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. + + + Innate Spellcasting + The medusa's innate spellcasting ability is Intelligence (spell save DC 14). The medusa can innately cast the following spells, requiring no material components: + 1/day each: expeditious retreat, fog cloud, misty step + + expeditious retreat, fog cloud, misty step + 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 + + + + Wurm + H + monstrosity + Unaligned + 18 (natural armor) + 200 (16d12 + 96) + walk 50 ft., burrow 30 ft. + 24 + 10 + 22 + 3 + 12 + 4 + Con +11, Wis +6 + + 11 + + 14 + + + + + blindsight 60 ft., tremorsense 60 ft. + Guildmasters' Guide to Ravnica p. 225 + + Siege Monster + The wurm deals double damage to objects and structures. + + + Earth Tremors + 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. + + + Tunneler + The wurm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. + + + Bite + 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. + Bite|12|5d6 + 7 + + 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 + + + + Lazav + M + monstrosity (shapechanger) + Lawful Evil + 18 (natural armor) + 204 (24d8 + 96) + walk 40 ft. + 16 + 24 + 18 + 22 + 20 + 22 + Dex +13, Int +12, Wis +11, Cha +12 + Deception +18, Insight +11, Perception +11, Stealth +19 + 21 + Common, Thieves' cant + 17 + necrotic, psychic + poison + + charmed, frightened, poisoned + darkvision 120 ft. + Guildmasters' Guide to Ravnica p. 232 + + Elusive + No attack roll has advantage against Lazav unless he is incapacitated. + + + Legendary Resistance (3/Day) + If Lazav fails a saving throw, he can choose to succeed instead. + + + Shapechanger Savant + 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. + + + Psychic Defenses + 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. + + + Multiattack + Lazav makes three shortsword attacks. + + + Shortsword + 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. + Shortsword|13|1d6 + 7 + + + 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. + + + Attack + Lazav makes a weapon attack. + + + Cast a Spell (Costs 2 Actions) + Lazav casts one of his innate spells. + + + Shifting Nightmare (Costs 3 Actions) + 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. + + + Innate Spellcasting + Lazav's innate spellcasting ability is Intelligence (spell save DC 20). He can innately cast the following spells, requiring no material components: + At will: detect thoughts, encode thoughts (see chapter 2), freedom of movement, vicious mockery (4d4 psychic damage) + 3/day each: blur, confusion, mirror image + 1/day each: modify memory, Rary's telepathic bond + + detect thoughts, encode thoughts, freedom of movement, vicious mockery, blur, confusion, mirror image, modify memory, Rary's telepathic bond + 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 + + + + Anarch + M + humanoid (any race) + Chaotic Neutral + 13 (hide armor) + 11 (2d8 + 2) + walk 30 ft. + 14 + 13 + 12 + 9 + 11 + 10 + + Perception +2, Survival +2 + 12 + any one language (usually Common) + 1/4 + + + + + + Guildmasters' Guide to Ravnica p. 239 + + Aggressive + As a bonus action, the anarch can move up to its speed toward a hostile creature it can see. + + + Siege Monster + The anarch deals double damage to objects and structures. + + + Spiked Club + 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. + Spiked Club|4|1d8 + 2 + + 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 + + + + Blood Drinker Vampire + M + undead + Lawful Evil + 16 (natural armor) + 90 (12d8 + 36) + walk 40 ft., fly 40 ft. + 16 + 18 + 17 + 16 + 13 + 19 + Dex +7, Con +6, Wis +4 + Intimidation +7, Perception +4, Stealth +7 + 14 + the languages it knew in life + 8 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 60 ft. + Guildmasters' Guide to Ravnica p. 223 + + Multiattack + The vampire makes three melee attacks, only one of which can be a bite attack. + + + Bite + 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. + Bite|7|1d6 + 4 + + + Rapier + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage. + Rapier|7|1d8 + 4 + + + Unarmed Strike + 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. + Unarmed Strike|6|1d8 + 3 + + + Parry + 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. + + 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 + + + + Devkarin Lich + M + undead + Lawful Evil + 14 (natural armor) + 97 (15d8 + 30) + walk 30 ft. + 11 + 16 + 14 + 19 + 16 + 15 + Con +7, Int +9, Wis +8 + Arcana +14, Insight +8, Perception +8 + 18 + Common, Elvish, Kraul + 14 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + poison + + charmed, exhaustion, frightened, paralyzed, poisoned + truesight 120 ft. + Guildmasters' Guide to Ravnica p. 198 + + Legendary Resistance (3/Day) + If the lich fails a saving throw, it can choose to succeed instead. + + + Regeneration + 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. + + + Turn Resistance + The lich has advantage on saving throws against any effect that turns undead. + + + Undead Fortitude + 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. + + + Noxious Touch + 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. + Noxious Touch|9|4d6 + + + 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. + + + Cantrip + The lich casts one of its cantrips. + + + Noxious Touch (Costs 2 Actions) + The lich uses Noxious Touch. + + + Disrupt Life (Costs 3 Actions) + 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. + + + Spellcasting + 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: + Cantrips (at will): acid splash, chill touch, mage hand, poison spray, prestidigitation + • 1st level (4 slots): chromatic orb, magic missile, ray of sickness + • 2nd level (3 slots): Melf's acid arrow, ray of enfeeblement, spider climb, web + • 3rd level (3 slots): animate dead, bestow curse, fear, vampiric touch + • 4th level (3 slots): blight, Evard's black tentacles + • 5th level (2 slots): cloudkill, insect plague + • 6th level (1 slots): circle of death, create undead + • 7th level (1 slots): finger of death + + 4, 3, 3, 3, 2, 1, 1 + 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 + Undead Nature + The lich doesn't require air, food, drink, or sleep. + Source: Guildmasters' Guide to Ravnica p. 198 + + + + Gloamwing + L + undead + Lawful Evil + 16 (natural armor) + 136 (16d10 + 48) + walk 30 ft., fly 60 ft. + 20 + 16 + 17 + 2 + 11 + 6 + Str +8, Dex +6 + Perception +3, Stealth +6 + 13 + understands Common + 8 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + poison + + charmed, exhaustion, frightened, poisoned + darkvision 120 ft. + Guildmasters' Guide to Ravnica p. 215 + + Death Link + If its specter rider is reduced to 0 hit points, the gloamwing is destroyed. + + + Flyby + The gloamwing doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Sunlight Sensitivity + While in sunlight, the gloamwing has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The gloamwing makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 18 (3d8 + 5) piercing damage. + Bite|8|3d8 + 5 + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 15 (3d6 + 5) slashing damage. + Claws|8|3d6 + 5 + + 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 + + + + Indentured Spirit + M + undead + Any alignment + 11 + 13 (3d8) + walk 0 ft., fly 40 ft. + 7 + 13 + 10 + 10 + 12 + 11 + + + 11 + the languages it knew in life + 1 + acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + cold, necrotic, poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + + Guildmasters' Guide to Ravnica p. 206 + + Incorporeal Movement + 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. + + + Withering Touch + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 10 (3d6) necrotic damage. + Withering Touch|3|3d6 + + 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 + + + + Jarad Vod Savo + M + undead + Lawful Evil + 17 (natural armor) + 180 (24d8 + 72) + walk 30 ft. + 14 + 16 + 16 + 20 + 16 + 15 + Con +10, Int +12, Wis +10 + Arcana +12, Insight +10, Perception +10 + 20 + Common, Elvish, Kraul + 22 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + poison + + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 120 ft. + Guildmasters' Guide to Ravnica p. 235 + + Legendary Resistance (3/Day) + If Jarad fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Jarad has advantage on saving throws against spells and other magical effects. + + + Regeneration + 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. + + + Spore Infusion + 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. + + + Turn Resistance + Jarad has advantage on saving throws against any effect that turns undead. + + + Undead Fortitude + 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. + + + Multiattack + 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. + + + Noxious Touch + 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. + Noxious Touch|12|8d6 + + + Staff of Svogthir + 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. + Staff of Svogthir|12|2d6 + 5 + + + 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. + + + Cantrip + Jarad casts one of his cantrips. + + + Noxious Touch (Costs 2 Actions) + Jarad uses Noxious Touch. + + + Disrupt Life (Costs 3 Actions) + 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. + + + Spellcasting + 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: + Cantrips (at will): acid splash, chill touch, mage hand, poison spray, prestidigitation + • 1st level (4 slots): entangle, ray of sickness, sleep + • 2nd level (3 slots): Melf's acid arrow, ray of enfeeblement, spider climb, web + • 3rd level (3 slots): animate dead, plant growth, vampiric touch + • 4th level (3 slots): blight, giant insect, grasping vine + • 5th level (2 slots): cloudkill, insect plague + • 6th level (1 slots): circle of death, create undead + • 7th level (1 slots): finger of death, forcecage + + 4, 3, 3, 3, 2, 1, 1 + 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 + Undead Nature + Jarad doesn't require air, food, drink, or sleep. + Source: Guildmasters' Guide to Ravnica p. 235 + + + + Mind Drinker Vampire + M + undead + Lawful Evil + 14 + 55 (10d8 + 10) + walk 30 ft., fly 30 ft. + 16 + 18 + 12 + 19 + 13 + 14 + Dex +6, Int +6, Wis +3 + Deception +4, Insight +3, Perception +3, Stealth +6 + 13 + the languages it knew in life + 4 + necrotic + + + + darkvision 60 ft. + Guildmasters' Guide to Ravnica p. 224 + + Shadow Stealth + While in dim light or darkness, the vampire can take the Hide action as a bonus action. + + + Sunlight Sensitivity + While in sunlight, the vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The vampire makes two attacks, only one of which can be a bite attack. + + + Bite + 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. + Bite|6|1d6 + 4 + + + Unarmed Strike + 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. + Unarmed Strike|6|1d8 + 4 + + + Mind Siphon (Recharge 5-6) + 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. + + + Innate Spellcasting (Psionics) + The vampire's innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no components: + At will: message + 3/day each: charm person, hold person, mirror image, sleep + 1/day each: gaseous form, major image + + message, charm person, hold person, mirror image, sleep, gaseous form, major image + 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 + + + + Nightveil Specter + M + undead + Lawful Evil + 17 (natural armor) + 105 (14d8 + 42) + walk 30 ft. + 18 + 19 + 16 + 6 + 17 + 11 + Dex +8, Wis +7 + Insight +7, Perception +7, Stealth +8 + 17 + understands Common but can't speak + 10 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + poison + + charmed, exhaustion, frightened, poisoned + darkvision 120 ft. + Guildmasters' Guide to Ravnica p. 215 + + Mount + 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. + + + Multiattack + The specter makes two scythe attacks. + + + Scythe + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 11 (2d6 + 4) slashing damage plus 13 (3d8) psychic damage. + Scythe|8|2d6 + 4 + + + Mind Twist (Recharge 5-6) + 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. + + + Reap Memory (3/Day) + 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. + + 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 + + + + Obzedat Ghost + M + undead + Lawful Evil + 14 (natural armor) + 110 (20d8 + 20) + walk 0 ft., fly 30 ft. + 10 + 10 + 13 + 18 + 20 + 17 + Int +7, Wis +8 + Insight +8, Perception +8 + 18 + Common + 8 + acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + necrotic, poison + + charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + Guildmasters' Guide to Ravnica p. 245 + + Council of Five + The ghost has a trait based on who it is, as shown below: + • Enezesku: Enfeebling Ray.: Enezesku's Innate Spellcasting trait includes ray of enfeeblement, which he can cast at will. + • 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. + • Karlov: Unnatural Vigor.: When Karlov regains hit points, he has advantage on attack rolls he makes on his next turn. + • Vuliev: Teleportation.: Vuliev's Innate Spellcasting trait includes misty step, which he can cast at will. + • 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. + + + Ethereal Sight + The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. + + + Incorporeal Movement + 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. + + + Legendary Resistance (1/Day) + If the ghost fails a saving throw, it can choose to succeed instead. + + + Life Drain + 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. + Life Drain|8|4d8 + + + Convene the Ghost Council + 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. + + + 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. + + + Forced Obedience + 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. + + + Indentured Spirits (Costs 3 Actions) + The Obzedat ghosts conjure 1d6} {@creature indentured spirit (described in this chapter) within 60 feet of one of them. + + + Innate Spellcasting + 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: + At will: chill touch (at 5th level, and the ghost regains hit points equal to half the amount of damage the target takes) + 1/day each: sanctuary, spirit guardians (at 4th level) + + chill touch, sanctuary, spirit guardians + 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 + + + + Simic Merfolk + M + humanoid (merfolk) + Neutral + 11 + 11 (2d8 + 2) + walk 10 ft., swim 40 ft. + 10 + 13 + 12 + 11 + 11 + 12 + + Perception +2 + 12 + Aquan, Common + 1/8 + + + + + + Guildmasters' Guide to Ravnica p. 187 + + Amphibious + The merfolk can breathe air and water. + + + Spear + 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. + Spear|2|1d6 + + Source: Guildmasters' Guide to Ravnica p. 187 + underwater, coastal + + + Sphinx of Judgment + L + monstrosity + Lawful Neutral + 17 (natural armor) + 136 (16d10 + 48) + walk 40 ft., fly 60 ft. + 18 + 15 + 16 + 18 + 18 + 18 + + Arcana +12, History +12, Perception +8, Religion +8 + 18 + Common, Sphinx + 11 + bludgeoning, piercing, slashing from nonmagical attacks + psychic + + charmed, frightened + truesight 120 ft. + Guildmasters' Guide to Ravnica p. 183 + + Inscrutable + 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. + + + Magic Weapons + The sphinx's weapon attacks are magical. + + + Multiattack + The sphinx makes two claw attacks. + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage. + Claw|8|2d8 + 4 + + + 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. + + + Claw Attack + The sphinx makes one claw attack. + + + Teleport (Costs 2 Actions) + The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. + + + Cast a Spell (Costs 3 Actions) + The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. + + + Lair Actions + 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: + • The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll. + • 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. + • 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. + • 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. + + + Spellcasting + 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: + Cantrips (at will): mage hand, minor illusion, prestidigitation + • 1st level (4 slots): detect magic, identify, shield + • 2nd level (3 slots): darkness, locate object, suggestion + • 3rd level (3 slots): dispel magic, remove curse, tongues + • 4th level (3 slots): banishment, greater invisibility + • 5th level (1 slots): legend lore + + 4, 3, 3, 3, 1 + mage hand, minor illusion, prestidigitation, detect magic, identify, shield, darkness, locate object, suggestion, dispel magic, remove curse, tongues, banishment, greater invisibility, legend lore + Source: Guildmasters' Guide to Ravnica p. 183 + desert + + diff --git a/FightClub5eXML/Sources/HuntForTheThesselhydra.xml b/FightClub5eXML/Sources/HuntForTheThesselhydra.xml new file mode 100644 index 0000000..fbbe022 --- /dev/null +++ b/FightClub5eXML/Sources/HuntForTheThesselhydra.xml @@ -0,0 +1,121 @@ + + + + + Demogorgon (monstrosity) + M + monstrosity + Unaligned + 15 (natural armor) + 60 (8d8 + 24) + walk 30 ft. + 16 + 12 + 16 + 3 + 12 + 5 + + Perception +3, Stealth +5 + 13 + + 4 + + + + + blindsight 60 ft. + Hunt for the Thessalhydra + + Keen Smell + The demogorgon has advantage on Wisdom (Perception) checks that rely on smell. + + + Blood Frenzy + The demogorgon has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Regeneration + The demogorgon regains 10 hit points at the start of its turn. If the demogorgon takes acid or fire damage, this trait doesn't function at the start of the demogorgon's next turn. The demogorgon dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Multiattack + The demogorgon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Bite|5|1d8 + 3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage. + Claw|5|2d8 + 3 + + Source: Hunt for the Thessalhydra + + + + Thessalhydra + H + monstrosity + Unaligned + 14 (natural armor) + 69 (6d12 + 30) + walk 30 ft., swim 30 ft. + 19 + 12 + 20 + 5 + 10 + 7 + + Perception +4 + 14 + + 4 + + acid + + blinded, charmed, deafened, frightened, stunned + darkvision 60 ft. + Hunt for the Thessalhydra, Infernal Machine Rebuild + + Multiattack + The thessalhydra makes one maw attack and one Flurry of Bites. + + + Flurry of Bites + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 7 (1d6 + 4) piercing damage plus 10 (4d4) poison damage. + Flurry of Bites|7|1d6 + 4 + + + Maw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d10 + 4) piercing damage plus 5 (1d10) acid damage. + Maw|7|1d10 + 4 + + + Tail Pincer + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 10 (1d12 + 4) slashing damage, and the target is grappled. As an action, the target can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check (its choice). Until this grapple ends, the thessalhydra can't use its tail pincer. + Tail Pincer|7|1d12 + 4 + + + Acid Saliva (Recharge 5-6) + The thessalhydra spits a glob of acid at a point it can see within 30 feet of it. Each creature within 10 feet of that point must make a DC 15 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. + + + The monstrosity can take 2 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. + + + Detect + The thessalhydra makes a Wisdom (Perception) check with advantage. + + + Tail Swipe + The thessalhydra makes a tail pincer attack. + + The thessalhydra is a strange and terrible creature with eight heads surrounding a large, circular mouth rimmed with jagged teeth. Its maw drips with acid, and its tail ends with a pair of sharp pincers. The thessalhydra is gluttonous and damaging to any environment. + Source: Hunt for the Thessalhydra, Infernal Machine Rebuild + + + diff --git a/FightClub5eXML/Sources/InfernalMachineRebuild.xml b/FightClub5eXML/Sources/InfernalMachineRebuild.xml new file mode 100644 index 0000000..b473315 --- /dev/null +++ b/FightClub5eXML/Sources/InfernalMachineRebuild.xml @@ -0,0 +1,1349 @@ + + + + + "The Demogorgon" + L + giant + Chaotic Neutral + 15 (natural armor) + 123 (13d12 + 39) + walk 40 ft. + 21 + 8 + 17 + 6 + 10 + 8 + + Perception +3 + 13 + Giant, Orc + 8 + + + + + darkvision 60 ft. + Infernal Machine Rebuild p. 53 + + Two Heads + The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + + + Wakeful + When one of the ettin's heads is asleep, its other head is awake. + + + Multiattack + The ettin makes two attacks: one with its battleaxe and one with its morningstar. + + + Battleaxe + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage. + Battleaxe|8|2d8 + 5 + + + Morningstar + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 14 (2d8 + 5) piercing damage. + Morningstar|8|2d8 + 5 + + + Fire Breath (Recharge 5-6) + The ettin's right head exhales fire in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one. + + + Cold Breath (Recharge 5-6) + The ettin's left head exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. + + + Gaze + The ettin turns its magical gaze toward one creature that it can see within 120 feet of it. That target must make a DC 14 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can't see the ettin until the start of the ettin's next turn. If the target looks at the ettin in the meantime, it must immediately make the save. + If the target fails the save, it suffers one of the following effects of the ettin's choice or at random: + + + Beguiling Gaze + The target is stunned until the start of the ettin's next turn or until the ettin is no longer within line of sight. + + + Hypnotic Gaze + The target is charmed by the ettin until the start of the ettin's next turn. The ettin chooses how the charmed target uses its actions, reactions, and movement. + + + Insanity Gaze + The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of the ettin's next turn. The ettin doesn't need to concentrate on the spell. + + Source: Infernal Machine Rebuild p. 53 + + + + Barbatos + M + humanoid (human) + Neutral Evil + 15 (studded leather armor) + 78 (12d8 + 24) + walk 30 ft. + 11 + 16 + 14 + 13 + 14 + 10 + + Animal handling +5, Deception +3, Perception +5, Stealth +6 + 13 + Common + 6 + poison + + + + + Infernal Machine Rebuild p. 52 + + Rust Monster Cloak + Any nonmagical weapon made of metal that hits Barbatos corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits Barbatos is destroyed after dealing damage. + + + Heart of the Troll + Barbatos regains 10 hit points at the start of his turn. If Barbatos takes acid or fire damage, this trait doesn't function at the start of Barbatos's next turn. Barbatos dies only if he starts his turn with 0 hit points and doesn't regenerate. + + + Multiattack + Barbatos makes two bone shortsword attacks. + + + Bone Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Bone Shortsword|6|1d6 + 3 + + + Light Crossbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious. The target regains consciousness if it takes damage or if another creature takes an action to shake it. + Light Crossbow|6|1d8 + 3 + + + Cloak Sweep + Barbatos corrodes a nonmagical ferrous metal object he can see within 5 feet of himself. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 12 Dexterity saving throw to avoid Barbatos's touch. + If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative 1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in Barbatos's Rust Monster Cloak trait. + + + Spellcasting + Barbatos is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has the following ranger spells prepared: + • 1st level (4 slots): ensnaring strike, hail of thorns, hunter's mark + • 2nd level (2 slots): locate animals or plants + + 4, 2 + ensnaring strike, hail of thorns, hunter's mark, locate animals or plants + Source: Infernal Machine Rebuild p. 52 + + + + Lynx Creatlach + M + undead (tiefling) + Lawful Evil + 13 (leather armor) + 136 (16d8 + 64) + walk 30 ft. + 18 + 14 + 18 + 13 + 16 + 18 + Str +7, Con +7, Wis +6, Cha +7 + + 13 + Common, Infernal + 5 + necrotic, psychic + poison + + charmed, exhaustion, frightened, paralyzed, poisoned, stunned + darkvision 60ft. + Infernal Machine Rebuild p. 54 + + Special Equipment + Lynx's crystal eye is a magically shrunken crystal ball of true seeing. One of her teeth is a refashioned ring of mind shielding, while another has been magicked to place her under a permanent Nystul's magic aura spell, concealing the magic of these items and hiding her true nature from magic or features that can detect undead. + + + Aversion of Fire + If Lynx takes fire damage, she has disadvantage on attack rolls and ability checks until the end of her next turn. + + + Immutable Form + Lynx is immune to any spell or effect that would alter her form. + + + Lightning Absorption + Whenever Lynx is subjected to lightning damage, she takes no damage and instead regains a number of hit points equal to the lightning damage dealt. + + + Magic Resistance + Lynx has advantage on saving throws against spells and other magical effects. + + + Regeneration + Lynx regains 10 hit points at the start of her turn. If she takes fire or radiant damage, this trait doesn't function at the start of her next turn. Lynx's body is destroyed only if she starts her turn with 0 hit points and doesn't regenerate. + + + Turn Immunity + Lynx is immune to effects that turn undead. + + + Multiattack + Lynx makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Shortsword|7|1d6 + 4 + + Out on Loan + The powerful relics possessed by Lynx Creatlach and Sir Ursas (see the "Special Equipment" section of their stat blocks) have been granted to them by their diabolical masters, and are not meant to be claimed as treasure. If either agent is killed in the course of the adventure, their special equipment vanishes, returning to Bel or Zariel. + Source: Infernal Machine Rebuild p. 54 + + + + Moghadam + M + humanoid (human) + Neutral Evil + 14 (breastplate) + 104 (19d8 + 19) + walk 30 ft. + 10 + 12 + 13 + 19 + 16 + 16 + Con +5, Int +8, Wis +7 + Arcana +8, Insight +7, Medicine +7 + 13 + Abyssal, Common, Dwarvish, Infernal, Undercommon + 12 + + + + + + Infernal Machine Rebuild p. 55 + + Special Equipment + Moghadam wields Ruinblade (see appendix C). + + + Artificial Mind + Moghadam can manifest an artificial mind as a floating spectral image of a demilich's jeweled skull. Moghadam can communicate telepathically with this mind, send it up to 300 feet away from him, and see and hear through it. + + + Infoportation (1/Day) + Moghadam can teleport himself into an unoccupied space next to his artificial mind. + + + Ruinblade + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage. + Ruinblade|6|2d6 + 2 + + + Blight (1/Day) + While wielding Ruinblade, Moghadam can cast the blight spell (DC 15). + + + Disintegrate (1/7 Days) + While wielding Ruinblade, Moghadam can cast the disintegrate spell against any nonmagical object or creation of magical force. + + + Information Overload (Recharge 5-6) + Moghadam overloads the thoughts of one creature within 5 feet of either himself or his artificial mind. The target must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage, and the next attack roll made against the target before the end of Moghadam's next turn has advantage. + + + Spellcasting + Moghadam is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). He has the following artificer spells prepared: + Cantrips (at will): dancing lights, light, message, shocking grasp + • 1st level (4 slots): comprehend languages, cure wounds, grease, identify + • 2nd level (3 slots): detect thoughts, invisibility, heat metal + • 3rd level (3 slots): dispel magic, flame arrows, hypnotic pattern + • 4th level (3 slots): fabricate, stone shape, stoneskin + • 5th level (1 slots): creation + + 4, 3, 3, 3, 1 + dancing lights, light, message, shocking grasp, comprehend languages, cure wounds, grease, identify, detect thoughts, invisibility, heat metal, dispel magic, flame arrows, hypnotic pattern, fabricate, stone shape, stoneskin, creation + Source: Infernal Machine Rebuild p. 55 + + + + Sir Ursas + M + humanoid (human) + Lawful Evil + 20 (plate armor) + 112 (15d8 + 45) + walk 30 ft. + 18 + 15 + 16 + 10 + 12 + 15 + Str +7, Dex +5, Con +6 + Athletics +10, Intimidation +5 + 11 + Common, Infernal + 5 + fire + + + + + Infernal Machine Rebuild p. 56 + + Special Equipment + Sir Ursas wears a ring of mind shielding and plate armor of fire resistance. + + + Brave + Sir Ursas has advantage on saving throws against being frightened. + + + Brute + A melee weapon deals one extra die of its damage when Sir Ursas hits with it (included in his attack). + + + Multiattack + Sir Ursas makes three melee attacks or two ranged attacks. + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claw|7|2d6 + 4 + + + Spear + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and 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. + Spear|7|2d6 + 4 + + + Shield Bash + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (2d4 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + Shield Bash|7|2d4 + 4 + + + Parry + Sir Ursas adds 3 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon. + + Out on Loan + The powerful relics possessed by Lynx Creatlach and Sir Ursas (see the "Special Equipment" section of their stat blocks) have been granted to them by their diabolical masters, and are not meant to be claimed as treasure. If either agent is killed in the course of the adventure, their special equipment vanishes, returning to Bel or Zariel. + Source: Infernal Machine Rebuild p. 56 + + + + Thessalar + M + humanoid (human) + Neutral Evil + 14 (breastplate) + 104 (7d10 + 14) + walk 30 ft. + 10 + 12 + 13 + 19 + 16 + 16 + Con +5, Int +8, Wis +7 + Animal handling +7, Arcana +8, Insight +7, Medicine +7 + 13 + Common, Draconic, Elvish, Primordial + 12 + + acid, poison + + poisoned + + Infernal Machine Rebuild p. 57 + + Special Equipment + Thessalar wields a +1 dagger coated with thessaltoxin poison (see appendix C). + + + Alchemical Homunculus + Thessalar is accompanied by his thessalars homunculus. If the mending spell is cast on it, the homunculus regains 2d6 hit points. + + + Healing Toxicity + Any magic item that restores hit points and can be applied to a piercing or slashing weapon (a potion, an ointment, and so forth) causes a hit with that weapon to deal extra damage to Thessalar equal to the amount the item would normally heal. + + + Greater Restoration (1/Day) + Thessalar can cast greater restoration if he has access to alchemical supplies. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 15 Constitution saving throw. On a failed save, the target is affected as if by the polymorph spell, transforming into a random beast or a creature it has seen within the last 24 hours (as chosen by the DM). This effect lasts until the target finishes a long rest. + Dagger|5|1d4 + 1 + + + Spellcasting + Thessalar is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). He has the following artificer spells prepared: + Cantrips (at will): light, mending, message, shocking grasp + • 1st level (4 slots): alarm, cure wounds, identify, ray of sickness + • 2nd level (3 slots): invisibility, Melf's acid arrow, web + • 3rd level (3 slots): dispel magic, haste, stinking cloud + • 4th level (3 slots): blight, Mordenkainen's faithful hound, Otiluke's resilient sphere + • 5th level (1 slots): cloudkill + + 4, 3, 3, 3, 1 + light, mending, message, shocking grasp, alarm, cure wounds, identify, ray of sickness, invisibility, Melf's acid arrow, web, dispel magic, haste, stinking cloud, blight, Mordenkainen's faithful hound, Otiluke's resilient sphere, cloudkill + Thessalar was a master alchemist and creator of monsters, whose own blood was said to possess dire magical properties. + He is vainglorious, egotistical, and utterly ruthless in furthering his research. His career began as a priest in the service of Moloch, where he rose through the ranks before eventually taking over the temple as a working laboratory. Most of his experiments have involved the pursuit of new forms of life, resulting in such creatures as the thessalhydra and the owlbear. In recent years, he has also researched the prolonging of life—namely his own. Thessalar hopes that by becoming a lich, his research and experiments can continue indefinitely. + Over time, Thessalar has subjected himself to so many of his own experiments that his blood has taken on alchemical and magical properties. He regularly uses it as the basis for many of the reagents used throughout his labs. + Source: Infernal Machine Rebuild p. 57 + + + + Thessalheart Construct + T + construct + Neutral + 15 (natural armor) + 7 (2d4 + 2) + walk 40 ft., climb 40 ft. + 4 + 15 + 12 + 10 + 10 + 7 + + + 10 + understands the languages of its creator but can't speak + 0 + + poison + + charmed, poisoned + darkvision 60 + Infernal Machine Rebuild p. 86 + + Telepathic Bond + While the construct is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1 slashing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way. + + A thessalheart construct is created with a connection to the life energy of another creature, allowing that creature to regenerate back from the dead as long as the construct is not destroyed. The artificer Thessalar created this crafty construct, and uses it to imbue his greater monstrous creations with even more power. + Source: Infernal Machine Rebuild p. 86 + + + + Thessalkraken + G + monstrosity (titan) + Chaotic Evil + 16 (natural armor) + 207 (18d12 + 90) + walk 20 ft., swim 60 ft. + 24 + 11 + 20 + 19 + 15 + 17 + Str +12, Dex +5, Con +10, Int +9, Wis +7 + + 12 + understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft. + 14 + + acid; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, frightened, paralyzed + truesight 120 ft. + Infernal Machine Rebuild p. 87 + + Amphibious + The thessalkraken can breathe air and water. + + + Freedom of Movement + The thessalkraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. + + + Multiattack + The thessalkraken makes one bite attack and two tentacle attacks. It can replace each tentacle attack with one use of Fling. + + + Bite + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 20 (3d8 + 7) piercing damage plus 5 (1d10) acid damage. If the target is a Medium or smaller creature grappled by the thessalkraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the thessalkraken, and it takes 21 (6d6) acid damage at the start of each of the thessalkraken's turns. + Bite|12|3d8 + 7 + If the thessalkraken takes 35 damage or more on a single turn from a creature inside it, it must succeed on a DC 23 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 thessalkraken. If the thessalkraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. + + + Tentacle + Melee Weapon Attack: +12 to hit, reach 20 ft., one target. 17 (3d6 + 7) slashing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The thessalkraken has ten tentacles, each of which can grapple one target. + Tentacle|12|3d6 + 7 + + + Fling + One Medium or smaller object held or creature grappled by the thessalkraken is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone. + + + Acid Saliva (Recharge 5-6) + The thessalkraken spits a glob of acid at a point it can see within 60 feet of it. Each creature within 10 feet of that point must make a DC 18 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. + + + The monstrosity (titan) 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 (titan) regains spent legendary actions at the start of its turn. + + + Tentacle Attack + The thessalkraken makes one tentacle attack. + + + Fling + The thessalkraken uses Fling. + + + Ink Cloud (Costs 3 Actions) + While underwater, the thessalkraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the thessalkraken. Each creature other than the thessalkraken that ends its turn there must succeed on a DC 18 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the thessalkraken's next turn. + + + Lair Actions + On initiative count 20 (losing initiative ties), the thessalkraken takes a lair action to cause one of the following magical effects: + • A strong current moves through the thessalkraken's lair. Each creature within 60 feet of the thessalkraken must succeed on a DC 18 Strength saving throw or be pushed up to 60 feet away from the thessalkraken. On a success, the creature is pushed 10 feet away from the thessalkraken. + • Creatures in the water within 60 feet of the thessalkraken have vulnerability to acid damage until initiative count 20 on the next round. + • The alluring gleam of treasure beneath the water in the thessalkraken's lair compels potential victims to draw near. Each creature within 120 feet of the thessalkraken must succeed on a DC 18 Wisdom saving throw or move 10 feet closer to the thessalkraken if able to do so. + + The alchemist Thessalar created unknown numbers of misshapen magical creatures, including his many thessalbeasts. Among the largest was the thessalkraken—a slightly smaller variant of the legendary kraken, resembling that great tentacled titan but with a jagged-toothed maw that drips constantly with acid. + A thessalkraken lives in the dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and the remains of sacrificial victims. + Source: Infernal Machine Rebuild p. 87 + + + + Two-Headed Crocodile + L + beast + Unaligned + 12 (natural armor) + 19 (3d10 + 3) + walk 20 ft., swim 30 ft. + 15 + 10 + 13 + 2 + 10 + 5 + + Perception +2, Stealth +2 + 12 + + 1 + + + + + + Infernal Machine Rebuild p. 89 + + Hold Breath + The two-headed crocodile can hold its breath for 15 minutes. + + + Two Heads + The two-headed crocodile has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + + + Wakeful + When one of the crocodile's heads is asleep, its other head is awake. + + + Multiattack + The two-headed crocodile makes two attacks with its bite. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and that head of the crocodile can't bite another target. + Bite|4|1d10 + 2 + + Source: Infernal Machine Rebuild p. 89 + + + + Two-Headed Owlbear + L + monstrosity + Unaligned + 13 (natural armor) + 59 (7d10 + 21) + walk 40 ft. + 20 + 12 + 17 + 3 + 12 + 7 + + Perception +3 + 13 + + 3 + + + + + darkvision 60 + Infernal Machine Rebuild p. 90 + + Two Heads + The two-headed owlbear has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + + + Wakeful + When one of the owlbear's heads is asleep, its other head is awake. + + + Multiattack + The two-headed owlbear makes three attacks: two with its beaks and one with its claws. + + + Beak + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (1d10 + 5) piercing damage. + Beak|7|1d10 + 5 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage. + Claws|7|2d8 + 5 + + Source: Infernal Machine Rebuild p. 90 + + + + Neo-Otyugh + H + aberration + Neutral + 16 (natural armor) + 150 (12d12 + 72) + walk 30 ft. + 20 + 11 + 22 + 12 + 13 + 6 + Con +9 + + 11 + Otyugh + 7 + + + + poisoned + darkvision 120 ft. + Infernal Machine Rebuild p. 75 + + Limited Telepathy + The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond. + + + Multiattack + The neo-otyugh makes three attacks: one with its bite and two with its tentacles. + + + Bite + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 16 (2d10 + 5) piercing damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. + Bite|8|2d10 + 5 + + + Tentacle + Melee Weapon Attack: +8 to hit, reach 15 ft., one target. 10 (1d10 + 5) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 16) and restrained until the grapple ends. The neo-otyugh has two tentacles, each of which can grapple one target. + Tentacle|8|1d10 + 5 + + + Tentacle Slam + The neo-otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 16 Constitution saving throw or take 15 (3d6 + 5) bludgeoning damage and be stunned until the end of the neo-otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. + + + Innate Spellcasting (Psionics) + The neo-otyugh's innate spellcasting ability is Intelligence (spell save DC 12). It can innately cast the following spells, requiring no components: + At will: detect thoughts + 1/day each: command, hold person + + detect thoughts, command, hold person + A neo-otyugh is a stronger, more intelligent version of an otyugh—a grotesque aberration sporting three legs, snake-like tentacles, and a perpetually ravenous maw. Like an otyugh, a neo-otyugh buries itself under mounds of offal and carrion to ambush prey. Their improved intellect and innate spellcasting makes them especially effective against humanoid targets, as they use their powers of control to split off a straggler from a party, then attack. + Source: Infernal Machine Rebuild p. 75 + + + + Andras + M + humanoid (any race) + Any Non-Good Alignment + 15 (studded leather armor) + 78 (12d8 + 24) + walk 30 ft. + 11 + 16 + 14 + 13 + 11 + 10 + Dex +6, Int +4 + Acrobatics +6, Deception +3, Perception +3, Stealth +9 + 13 + Thieves' cant plus any two languages + 8 + poison + + + + + Infernal Machine Rebuild p. 31 + + Assassinate + During its first turn, Andras has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Andras scores against a surprised creature is a critical hit. + + + Evasion + If Andras is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Andras instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Sneak Attack (1/Turn) + Andras deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Andras that isn't incapacitated and Andras doesn't have disadvantage on the attack roll. + + + Multiattack + Andras makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Shortsword|6|1d6 + 3 + + + Light Crossbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Light Crossbow|6|1d8 + 3 + + Source: Infernal Machine Rebuild p. 31 + + + + Brain in Iron + L + undead + Any alignment + 11 (natural armor) + 58 (9d8 + 18) + walk 0 ft. + 1 + 1 + 15 + 19 + 10 + 15 + Int +7, Cha +5 + + 10 + + 6 + + necrotic, poison, psychic + + charmed, exhaustion, frightened + darkvision 60 ft. + Infernal Machine Rebuild p. 48 + + Detect Sentience + The brain in iron can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. + + + Magic Resistance + The brain in iron has advantage on saving throws against spells and other magical effects. + + + Mind Blast (Recharge 5-6) + The brain in iron magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 13 (2d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Innate Spellcasting (Psionics) + The brain in iron's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: + At will: detect thoughts, mage hand, zone of truth + 3/day each: charm person, command, hold person + 1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughter + + detect thoughts, mage hand, zone of truth, charm person, command, hold person, compulsion, hold monster, sleep, Tasha's hideous laughter + Source: Infernal Machine Rebuild p. 48 + + + + Dwarven Worker + M + humanoid (dwarf) + Any Non-Good Alignment + 12 (leather armor) + 9 (2d8) + walk 25 ft. + 11 + 12 + 10 + 10 + 11 + 10 + + Deception +2, Religion +2 + 10 + any one language (usually Common) + 1/8 + + + + + darkvision 60 ft. + Infernal Machine Rebuild p. 15 + + Dark Devotion + The worker has advantage on saving throws against being charmed or frightened. + + + Scimitar + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 4 (1d6 + 1) slashing damage. + Scimitar|3|1d6 + 1 + + Source: Infernal Machine Rebuild p. 15 + + + + Enhanced Medusa + M + monstrosity + Lawful Evil + 15 (natural armor) + 127 (17d8 + 51) + walk 30 ft. + 10 + 15 + 16 + 12 + 13 + 15 + + Deception +5, Insight +4, Perception +4, Stealth +5 + 14 + Common + 6 + + + + + darkvision 60 ft. + Infernal Machine Rebuild p. 47 + + Petrifying Gaze + When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. 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 the greater restoration spell or other magic. + Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. + If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. + + + Multiattack + The medusa makes either three melee attacks—one with its snake hair and two with its shortsword—or two ranged attacks with its longbow. + + + Snake Hair + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage. + Snake Hair|5|1d4 + 2 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|5|1d6 + 2 + + + Longbow + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage. + Longbow|5|1d8 + 2 + + Source: Infernal Machine Rebuild p. 47 + desert + + + Grandfather Oak + H + plant + Chaotic Good + 16 (natural armor) + 138 (12d12 + 60) + walk 30 ft. + 23 + 8 + 21 + 12 + 16 + 12 + + + 13 + Common, Druidic, Elvish, Sylvan + 9 + bludgeoning, piercing + + fire + + + Infernal Machine Rebuild p. 5 + + False Appearance + While Grandfather Oak remains motionless, it is indistinguishable from a normal tree. + + + Siege Monster + Grandfather Oak deals double damage to objects and structures. + + + Multiattack + Grandfather Oak makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 16 (3d6 + 6) bludgeoning damage. + Slam|10|3d6 + 6 + + + Rock + Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. 28 (4d10 + 6) bludgeoning damage. + Rock|10|4d10 + 6 + + + Animate Trees (1/Day) + Grandfather Oak magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of Grandfather Oak. The tree remains animate for 1 day or until it dies; until Grandfather Oak dies or is more than 120 feet from the tree; or until Grandfather Oak takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. + + Source: Infernal Machine Rebuild p. 5 + forest + + + Seodra + M + humanoid (any race) + Any alignment + 15 (breastplate) + 9 (2d8) + walk 30 ft. + 11 + 12 + 11 + 12 + 14 + 16 + + Deception +5, Insight +4, Persuasion +5 + 12 + any two languages + 1/8 + + + + + + Infernal Machine Rebuild p. 41 + + Rapier + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage. + Rapier|3|1d8 + 1 + + + Parry + Seodra adds 2 to its AC against one melee attack that would hit it. To do so, Seodra must see the attacker and be wielding a melee weapon. + + Source: Infernal Machine Rebuild p. 41 + + + + Skeletal Giant Owl + L + beast + Neutral + 12 + 19 (3d10 + 3) + walk 5 ft., fly 60 ft. + 13 + 15 + 12 + 8 + 13 + 10 + + Perception +5, Stealth +4 + 15 + Giant Owl, understands Common, Elvish, and Sylvan but can't speak + 1/4 + + + + + darkvision 120 ft. + Infernal Machine Rebuild p. 33 + + Flyby + The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Keen Hearing and Sight + The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Talons + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 8 (2d6 + 1) slashing damage. + Talons|3|2d6 + 1 + + Source: Infernal Machine Rebuild p. 33 + forest, hill, arctic + + + Skeletal Polar Bear + L + beast + Unaligned + 12 (natural armor) + 42 (5d10 + 15) + walk 40 ft., swim 30 ft. + 20 + 10 + 16 + 2 + 13 + 7 + + Perception +3 + 13 + + 2 + + + + + + Infernal Machine Rebuild p. 34 + + Keen Smell + The bear has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The bear makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage. + Bite|7|1d8 + 5 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage. + Claws|7|2d6 + 5 + + Source: Infernal Machine Rebuild p. 34 + underdark, arctic + + + Skeletal Owlbear + L + monstrosity + Unaligned + 13 (natural armor) + 59 (7d10 + 21) + walk 40 ft. + 20 + 12 + 17 + 3 + 12 + 7 + + Perception +3 + 13 + + 3 + + + + + darkvision 60 ft. + Infernal Machine Rebuild p. 36 + + Keen Sight and Smell + The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. + + + Multiattack + The owlbear makes two attacks: one with its beak and one with its claws. + + + Beak + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 10 (1d10 + 5) piercing damage. + Beak|7|1d10 + 5 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage. + Claws|7|2d8 + 5 + + Source: Infernal Machine Rebuild p. 36 + forest + + + Skeletal Two-Headed Owlbear + L + monstrosity + Unaligned + 13 (natural armor) + 59 (7d10 + 21) + walk 40 ft. + 20 + 12 + 17 + 3 + 12 + 7 + + Perception +3 + 13 + + 3 + + + + + darkvision 60 + Infernal Machine Rebuild p. 36 + + Two Heads + The two-headed owlbear has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + + + Wakeful + When one of the owlbear's heads is asleep, its other head is awake. + + + Multiattack + The two-headed owlbear makes three attacks: two with its beaks and one with its claws. + + + Beak + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (1d10 + 5) piercing damage. + Beak|7|1d10 + 5 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage. + Claws|7|2d8 + 5 + + Source: Infernal Machine Rebuild p. 36 + + + + Stolos + M + humanoid (any race) + Any alignment + 12, 15 (with mage armor) + 91 (14d8 + 28) + walk 30 ft. + 9 + 14 + 15 + 12 + 12 + 18 + Wis +4, Cha +7 + Arcana +4, History +4 + 11 + any two languages, telepathy 30 ft. + 6 + psychic + + + + darkvision 60 ft. + Infernal Machine Rebuild p. 33 + + Whispering Aura + At the start of each of Stolos's turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that Stolos isn't incapacitated. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|5|1d4 + 2 + + + Innate Spellcasting + Stolos's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: + At will: detect magic, jump, levitate, mage armor (self only), speak with dead + 1/day each: arcane gate, true seeing + + + Spellcasting + Stolos is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp + • 5th level (3 slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch + + 3 + detect magic, jump, levitate, mage armor, speak with dead, arcane gate, true seeing, chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp, armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch + Source: Infernal Machine Rebuild p. 33 + desert, hill, mountain, underdark, urban + + + Tarnhem + H + fiend (demon) + Chaotic Evil + 19 (natural armor) + 262 (21d12 + 126) + walk 40 ft., fly 80 ft. + 26 + 15 + 22 + 20 + 16 + 22 + Str +14, Con +12, Wis +9, Cha +12 + + 13 + Abyssal, telepathy 120 ft. + 19 + cold, lightning; bludgeoning, piercing, slashing from nonmagical attacks + fire, poison + + poisoned + truesight 120 ft. + Infernal Machine Rebuild p. 19 + + Death Throes + When Tarnhem dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys Tarnhem's weapons. + + + Fire Aura + At the start of each of Tarnhem's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches Tarnhem or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. + + + Magic Resistance + Tarnhem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Tarnhem's weapon attacks are magical. + + + Multiattack + Tarnhem makes two attacks: one with its longsword and one with its whip. + + + Longsword + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If Tarnhem scores a critical hit, it rolls damage dice three times, instead of twice. + Longsword|14|3d8 + 8 + + + Whip + Melee Weapon Attack: +14 to hit, reach 30 ft., one target. 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward Tarnhem. + Whip|14|2d6 + 8 + + + Teleport + Tarnhem magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. + + + Variant: Summon Demon (1/Day) + The demon chooses what to summon and attempts a magical summoning. + A balor has a 50 chance of summoning 1d8} vrock, 1d6 hezrou, 1d4 glabrezu, 1d3 nalfeshnee, 1d2 {@creature marilith, or one goristro. + A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. + + Source: Infernal Machine Rebuild p. 19 + + + + Thessalar's Homunculus + T + construct + Neutral + 13 (natural armor) + 5 (2d4) + walk 20 ft., fly 40 ft. + 4 + 15 + 11 + 10 + 10 + 7 + + + 10 + understands the languages of its creator but can't speak + 0 + + poison + + charmed, poisoned + darkvision 60 ft. + Infernal Machine Rebuild p. 35 + + Telepathic Bond + While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way. + + Source: Infernal Machine Rebuild p. 35 + + + + Tiefling Muralist + M + humanoid (tiefling) + Any Non-Good Alignment + 12 (leather armor) + 9 (2d8) + walk 30 ft. + 11 + 12 + 10 + 10 + 11 + 10 + + Deception +2, Religion +2 + 10 + any one language (usually Common) + 1/8 + + + + + darkvision 60 ft. + Infernal Machine Rebuild p. 17 + + Dark Devotion + The muralist has advantage on saving throws against being charmed or frightened. + + + Scimitar + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 4 (1d6 + 1) slashing damage. + Scimitar|3|1d6 + 1 + + + Innate Spellcasting + Tiefling Muralist's innate spellcasting ability is Charisma (spell save DC 10). Tiefling Muralist can innately cast the following spells, requiring no material components: + At will: thaumaturgy + 1/day each: darkness, hellish rebuke + + thaumaturgy, darkness, hellish rebuke + Source: Infernal Machine Rebuild p. 17 + + + diff --git a/FightClub5eXML/Sources/LocathahRising.xml b/FightClub5eXML/Sources/LocathahRising.xml new file mode 100644 index 0000000..220a78f --- /dev/null +++ b/FightClub5eXML/Sources/LocathahRising.xml @@ -0,0 +1,394 @@ + + + + + Amble + M + humanoid (tortle) + Lawful Good + 18 (natural armor) + 90 (12d8 + 36) + walk 30 ft. + 14 + 10 + 16 + 10 + 18 + 14 + Str +6, Dex +4, Con +7, Int +4, Wis +8, Cha +6 + Animal handling +8, Insight +8, Medicine +8, Perception +8, Survival +8 + 18 + Aquan, Common, Druidic + 10 + + + + + + Locathah Rising p. 15 + + Hearth of Moonlight and Shadow + At the start of a short or long rest, Amble can touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere. + While within the sphere, Amble and their allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere isn't visible outside it. + The sphere vanishes at the end of the rest or when Amble leaves the sphere. + + + Hold Breath + Amble can hold their breath for up to 1 hour at a time. + + + Balm of the Summer Court (12d6) + (As a Bonus Action) Amble can choose one creature they can see within 120 feet of them and spend up to 6d6 of their die pool. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. Amble regains all expended dice when they finish a long rest. + + + Hidden Paths (4/Day) + (As a Bonus Action) Amble may teleport up to 60 feet to an unoccupied space they can see. + + + Change Shape (2/Day) + Amble magically polymorphs into a beast with a challenge rating of 1 or less, and can remain in this form for up to 6 hours. Amble's equipment melds with their new form. Amble reverts to their true form if they die or fall unconscious. Amble can revert to their true form using a bonus action on their turn. + Amble's game statistics are replaced by the statistics of the beast, but they retain their alignment, personality, and Intelligence, Wisdom, and Charisma scores. Amble also retains all their skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as Amble and the bonus in its stat block is higher, use the creature's bonus instead of Amble's. + When Amble transforms, they assume the beast's hit points and Hit Dice. When Amble reverts to their normal form, they return to the number of hit points they had before they transformed. However, if Amble reverts as a result of dropping to 0 hit points, any excess damage carries over their normal form. + Amble can't cast spells, and their ability to speak or take any action that requires hands is limited to the capabilities of their beast form. Transforming doesn't break Amble's concentration on a spell they've already cast however, or prevent them from taking actions that are part of a spell. + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage. + Claws|6|1d4 + 2 + + + Club + Melee Weapon Attack: +6 to hit (+8 to hit with shillelagh), reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh. + Club|6|1d6 + 2 + + + Spellcasting + Amble is a 12th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Amble has the following druid spells prepared: + Cantrips (at will): guidance, mending, shape water, shillelagh + • 1st level (4 slots): absorb elements, cure wounds, entangle, speak with animals + • 2nd level (3 slots): darkvision, hold person, lesser restoration, moonbeam + • 3rd level (3 slots): conjure animals, dispel magic, water breathing + • 4th level (3 slots): charm monster, freedom of movement + • 5th level (2 slots): greater restoration, mass cure wounds + • 6th level (1 slots): conjure fey + + 4, 3, 3, 3, 2, 1 + guidance, mending, shape water, shillelagh, absorb elements, cure wounds, entangle, speak with animals, darkvision, hold person, lesser restoration, moonbeam, conjure animals, dispel magic, water breathing, charm monster, freedom of movement, greater restoration, mass cure wounds, conjure fey + Source: Locathah Rising p. 15 + + + + Gar Shatterkeel–Locathah Rising + M + humanoid + Neutral Evil + 17 (natural armor) + 144 (17d8 + 68) + walk 30 ft., swim 30 ft. + 16 + 16 + 18 + 12 + 20 + 14 + + Nature +11, Perception +10, Survival +10 + 20 + Aquan, Common + 15 + cold + + + + + Locathah Rising p. 18 + + Amphibious + Gar can breathe air and water. + + + Legendary Resistance (3/Day) + If Gar fails a saving throw, he can choose to succeed instead. + + + Water Walk + Gar can stand and move on liquid surfaces as if they were solid ground. + + + Watery Fall + When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Except for Wave and his claw, anything he was wearing or carrying is left behind. + + + Multiattack + Gar makes two melee attacks, one with his claw and one with Wave. + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends, Gar can't attack other creatures with his claw. + Claw|8|2d6 + 3 + + + Wave + Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. 9 (1d6 + 6) piercing damage or 10 (1d8 + 6) piercing damage when used with two hands. If Gar scores a critical hit with this weapon, the target takes extra necrotic damage equal to half its hit point maximum. + Wave|11|1d6 + 6 + + + Umberlee's Wake (Recharge 5-6) + Power ripples out in a 60-foot radius sphere from a point within range (150 ft.) as the will of Umberlee affects all in her watery embrace. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. This only affects targets that are submerged or floating in water. Gar Shatterkeel and any undead serving him are immune to this effect. + + + The humanoid 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 humanoid regains spent legendary actions at the start of its turn. + + + Move + Gar moves up to his speed without provoking opportunity attacks. + + + Claw + Gar makes one attack with his claw. + + + Wave (Costs 2 Actions) + Gar makes one attack with Wave with advantage. + + + Lair Actions + If Gar is in the water node while Olhydra isn't, he can take lair actions. On initiative count 20 (losing initiative ties), Gar uses a lair action to use his Multiattack or cast one of his spells, up to 3rd level, without using components or a spell slot. He can't cast the same spell two rounds in a row, but he can continue to concentrate on a spell he previously cast using a lair action. He can take no other lair actions while concentrating on a spell cast as a lair action. His favorite use of this capability is casting inflict wounds or call lightning. + If Gar casts cure wounds using this lair action, he regains the maximum number of hit points from the spell (28). + + + Lair Actions + Gar can employ lair actions while he's within the coral mountain. + On initiative count 20 (losing initiative ties), Gar Shatterkeel takes a lair action to cause one of the following effects; Gar can't use the same effect two rounds in a row. + • Gar may teleport anywhere within the coral mountain, bringing up to five willing creatures with him. + • The coral in a 60-foot radius grows rapidly around creatures inside the coral mountain. Each creature must succeed on a DC 18 Strength saving throw or become restrained. Restrained creatures can take an action on their turn to make a DC 18 Strength (Athletics) or Dexterity (Acrobatics) check to free themselves. This effect lasts for 1 minute unless dispelled (it counts as a 6th level spell), and doesn't require Gar to maintain concentration. Gar Shatterkeel and any creatures he designates are immune to this effect. + • Up to five corpses that Gar can see within 60 feet rise up as drowned blade and attack anyone Gar directs them to on his turn. + + + Spellcasting + Gar is a 13th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). He has the following druid spells prepared: + Cantrips (at will): frostbite, mending, resistance, shape water, thunderclap* + • 1st level (4 slots): create or destroy water, charm person, cure wounds, thunderwave + • 2nd level (3 slots): darkvision, hold person, mirror image*, misty step*, pass without trace, protection from poison + • 3rd level (3 slots): conjure animals, dispel magic, tidal wave, water breathing*, water walk* + • 4th level (3 slots): charm monster, control water*, dominate beast, freedom of movement*, watery sphere + • 5th level (2 slots): conjure elemental*, maelstrom, scrying*, tree stride + • 6th level (1 slots): heal + • 7th level (1 slots): plane shift + scrying*, tree stride + *Circle spells don't count against spells prepared. + + 4, 3, 3, 3, 2, 1, 1 + frostbite, mending, resistance, shape water, thunderclap, create or destroy water, charm person, cure wounds, thunderwave, darkvision, hold person, mirror image, misty step, pass without trace, protection from poison, conjure animals, dispel magic, tidal wave, water breathing, water walk, charm monster, control water, dominate beast, freedom of movement, watery sphere, conjure elemental, maelstrom, scrying, tree stride, heal, plane shift + Source: Locathah Rising p. 18 + + + + Young Kraken + H + monstrosity (titan) + Chaotic Evil + 16 (natural armor) + 207 (18d12 + 90) + walk 20 ft., swim 50 ft. + 24 + 11 + 20 + 19 + 15 + 17 + Str +12, Dex +5, Con +10, Int +9, Wis +7 + + 14 + Abyssal, Celestial, Infernal, Primordial, telepathy 60 ft. but can't speak + 14 + + lightning; bludgeoning, piercing, slashing from nonmagical attacks + + frightened, paralyzed + truesight 120 ft. + Locathah Rising p. 21 + + Amphibious + The kraken can breathe air and water. + + + Multiattack + The kraken makes two tentacle attacks, each of which it can replace with one use of Fling. + + + Bite + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 20 (3d8 + 7) piercing damage. + Bite|12|3d8 + 7 + If the target is a Medium or smaller creature grappled by the kraken, that creature is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 21 (6d6) acid damage at the start of each of the kraken's turns. One Medium or two smaller creatures can be swallowed at the same time. + If the kraken takes 35 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in spaces within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. + + + Tentacle + Melee Weapon Attack: +12 to hit, reach 20 ft., one target. 17 (3d6 + 7) bludgeoning damage, and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. + Tentacle|12|3d6 + 7 + + + Fling + One Medium or smaller object held or creature grappled by the kraken is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. + + + Lightning Strike + The kraken magically create a bolt of lightning, which can strike a target the kraken can see within 90 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. + + Source: Locathah Rising p. 21 + + + + Shoalar Quanderil–Locathah Rising + M + humanoid (water genasi) + Lawful Evil + 11, 14 (with mage armor) + 75 (10d8 + 30) + walk 30 ft., swim 30 ft. + 12 + 12 + 16 + 14 + 10 + 18 + + Arcana +5, Deception +7, Insight +3, Persuasion +7 + 10 + Aquan, Common + 4 + acid, lightning, thunder + + + + + Locathah Rising p. 23 + + Amphibious + Shoalar can breathe air and water. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or ranged 20/60 ft., one target. 3 (1d4 + 1) piercing damage. + Dagger|4|1d4 + 1 + + + Innate Spellcasting + Shoalar's innate spellcasting ability is Constitution (spell save DC 14, +6 to hit with spell attacks). He can innately cast the following spells: + At will: shape water + 1/day: create or destroy water + + + Spellcasting + Shoalar is a 7th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the following sorcerer spells: + Cantrips (at will): acid splash, chill touch, light, prestidigitation, ray of frost + • 1st level (4 slots): disguise self, mage armor, shield + • 2nd level (3 slots): hold person, misty step + • 3rd level (2 slots): lightning bolt, tidal wave + • 4th level (1 slots): watery sphere + + 4, 3, 2, 1 + shape water, create or destroy water, acid splash, chill touch, light, prestidigitation, ray of frost, disguise self, mage armor, shield, hold person, misty step, lightning bolt, tidal wave, watery sphere + Source: Locathah Rising p. 23 + + + + Whymsee + M + humanoid (any race) + Any Evil Alignment + 10 + 75 (10d8 + 30) + walk 30 ft., swim 30 ft. + 12 + 10 + 16 + 10 + 15 + 14 + + Perception +5 + 15 + any two languages + 5 + bludgeoning, piercing, slashing from nonmagical attacks + + + + + Locathah Rising p. 20 + + Amphibious + Whymsee can breathe air and water. + + + Thunderous Touch + Melee Spell Attack: +5 to hit, reach 5 ft., one creature. 27 (5d10) thunder damage. + Thunderous Touch|5|5d10 + + + Voice of the Kraken (Recharges after a Short or Long Rest) + A kraken speaks through Whymsee with a thunderous voice audible within 300 feet. Creatures of Whymsee's choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Innate Spellcasting + Whymsee's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: command, create or destroy water + 3/day each: control water, darkness, water breathing, water walk + 1/day each: call lightning, Evard's black tentacles + + command, create or destroy water, control water, darkness, water breathing, water walk, call lightning, Evard's black tentacles + Source: Locathah Rising p. 20 + coastal, underwater + + + Fhenimore + M + humanoid (any race) + Any Evil Alignment + 10 + 75 (10d8 + 30) + walk 30 ft., swim 30 ft. + 12 + 10 + 16 + 10 + 15 + 14 + + Perception +5 + 15 + any two languages + 5 + bludgeoning, piercing, slashing from nonmagical attacks + + + + + Locathah Rising p. 20 + + Amphibious + Fhenimore can breathe air and water. + + + Thunderous Touch + Melee Spell Attack: +5 to hit, reach 5 ft., one creature. 27 (5d10) thunder damage. + Thunderous Touch|5|5d10 + + + Voice of the Kraken (Recharges after a Short or Long Rest) + A kraken speaks through Fhenimore with a thunderous voice audible within 300 feet. Creatures of Fhenimore's choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Innate Spellcasting + Fhenimore's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: command, create or destroy water + 3/day each: control water, darkness, water breathing, water walk + 1/day each: call lightning, Evard's black tentacles + + command, create or destroy water, control water, darkness, water breathing, water walk, call lightning, Evard's black tentacles + Source: Locathah Rising p. 20 + coastal, underwater + + diff --git a/FightClub5eXML/Sources/LostLaboratoryOfKwalish.xml b/FightClub5eXML/Sources/LostLaboratoryOfKwalish.xml new file mode 100644 index 0000000..30f4e32 --- /dev/null +++ b/FightClub5eXML/Sources/LostLaboratoryOfKwalish.xml @@ -0,0 +1,378 @@ + + + + + Flock of Familiars + 2 + C + NO + + Touch + V, S + Concentration, up to 1 hour + Warlock, Wizard + Lost Laboratory of Kwalish p. 57 + You temporarily summon three familiars—spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell. + Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you. + When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn. + At Higher Levels: + When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd. + Source: Lost Laboratory of Kwalish p. 57 + + + + Galder's Speedy Courier + 4 + C + NO + + 10 feet + V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes) + 10 minutes + Warlock, Wizard + Lost Laboratory of Kwalish p. 57 + You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature's body. + As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet. + The target creature is made aware of the chest's contents before it chooses whether or not to open it, and knows how much of the spell's duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet. + At Higher Levels: + When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you. + Source: Lost Laboratory of Kwalish p. 57 + + + + Galder's Tower + 3 + C + NO + + 30 feet + V, S, M (a fragment of stone, wood, or other building material) + 24 hours + Wizard + Lost Laboratory of Kwalish p. 57 + You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell: + • A bedroom with a bed, chairs, chest, and magical fireplace + • A study with desks, books, bookshelves, parchments, ink, and ink pens + • A dining space with a table, chairs, magical fireplace, containers, and cooking utensils + • A lounge with couches, armchairs, side tables and footstools + • A washroom with toilets, washtubs, a magical brazier, and sauna benches + • An observatory with a telescope and maps of the night sky + • An unfurnished, empty room + The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell's duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear. + You can cast this spell again while it is active to maintain the tower's existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year. + At Higher Levels: + When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd. + Source: Lost Laboratory of Kwalish p. 57 + + + + + + + Brain in a Jar + M + undead + Any alignment + 11 (natural armor) + 58 (9d8 + 18) + walk 0 ft. + 1 + 1 + 15 + 19 + 10 + 15 + Int +7, Cha +5 + + 10 + + 6 + + necrotic, poison, psychic + + charmed, exhaustion, frightened + darkvision 60 ft. + Lost Laboratory of Kwalish p. 38, Infernal Machine Rebuild + + Detect Sentience + The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. + + + Magic Resistance + The brain in a jar has advantage on saving throws against spells and other magical effects. + + + Mind Blast (Recharge 5-6) + The brain in a jar magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 13 (2d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Innate Spellcasting (Psionics) + The brain in a jar's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: + At will: detect thoughts, mage hand, zone of truth + 3/day each: charm person, command, hold person + 1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughter + + detect thoughts, mage hand, zone of truth, charm person, command, hold person, compulsion, hold monster, sleep, Tasha's hideous laughter + Source: Lost Laboratory of Kwalish p. 38, Infernal Machine Rebuild + + + + Clockwork Kraken + L + construct + Unaligned + 17 (natural armor) + 142 (15d10 + 60) + walk 30 ft. + 20 + 12 + 18 + 3 + 11 + 1 + + + 10 + understands the languages of its creator but can't speak + 10 + fire, poison; bludgeoning, piercing, slashing from nonmagical attacks + poison, psychic + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + Lost Laboratory of Kwalish p. 38 + + Magic Resistance + The clockwork kraken has advantage on saving throws against spells and other magical effects. + + + Independent Tentacles + The clockwork kraken has eight tentacles, each of which is treated as a Medium creature, moves independently on the construct's turn, and has a flying speed of 40 feet. The clockwork kraken's senses operate through its tentacles as well as its main body. Each tentacle can be attacked independently, with damage dealt to tentacles applied to the clockwork kraken's hit point total. A tentacle is destroyed if it takes more than 20 damage. + Reducing the construct to three or fewer tentacles reduces its attacks accordingly. A clockwork kraken can regrow any destroyed tentacles at the end of a long rest. + + + Multiattack + The clockwork kraken makes four tentacle slam attacks. + + + Tentacle Slam + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage. + Tentacle Slam|9|2d6 + 5 + + Source: Lost Laboratory of Kwalish p. 38 + + + + Garret Levistusson + M + humanoid + Chaotic Neutral + 14 (natural armor) + 44 (8d8 + 8) + walk 30 ft. + 11 + 14 + 12 + 11 + 12 + 17 + + Deception +7, Investigation +4, Performance +5, Persuasion +5 + 11 + Abyssal, Common, Infernal, Thieves' cant + 2 + + + + + + Lost Laboratory of Kwalish p. 41 + + Special Equipment + Garret wears a Ring of Warmth (included in his statistics) and wields a Gambler's Blade longsword. + + + Bardic Inspiration (3/Day) + As a bonus action, Garret can give one chosen creature (other than him) a d6 inspiration die. The chosen creature must be within 60 feet of Garret and able to hear him. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can use the inspiration die after the roll is made but before the DM says whether it succeeds or fails. Once the inspiration die is rolled, it is lost. A creature can have only one inspiration die at a time. + + + Cunning Action + On each of his turns, Garret can use a bonus action to take the Dash, Disengage, or Hide action. + + + Sneak Attack (1/Turn) + Garret deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Garret that isn't incapacitated and Garret doesn't have disadvantage on the attack roll. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|4|1d6 + 2 + + + Spellcasting + Garret is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He has the following bard spells prepared: + Cantrips (at will): blade ward, vicious mockery + • 1st level (3 slots): charm person, detect magic, disguise self, identify, Tasha's hideous laughter + + 3 + blade ward, vicious mockery, charm person, detect magic, disguise self, identify, Tasha's hideous laughter + Source: Lost Laboratory of Kwalish p. 41 + + + + Mary Greymalkin + M + humanoid + Neutral + 12 (Bracers of Defense) + 45 (7d8 + 14) + walk 30 ft. + 10 + 12 + 10 + 14 + 14 + 15 + Wis +4, Cha +4 + Arcana +4, Medicine +4, Nature +4, Religion +4 + 12 + Abyssal, Celestial, Common, Elvish, Infernal, Sylvan + 2 + + + + + + Lost Laboratory of Kwalish p. 41 + + Special Equipment + Mary wears Bracers of Defense and a Ring of Protection, and carries a Deck of Several Things + + + Fey Presence (Recharges after a Short Rest) + Mary can cause each creature within 10 feet of her to succeed on a DC 12 Wisdom saving throw or become charmed or frightened by her (Mary's choice) until the end of her next turn. + + + Fey Ancestry + Mary has advantage on saving throws against being charmed, and magic can't put her to sleep. + + + Quarterstaff + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage. + Quarterstaff|2|1d6 + + + Spellcasting + Mary is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells: + Cantrips (at will): chill touch, eldritch blast, mage hand + • 3rd level (3 slots): darkness, hex, hypnotic pattern, misty step, phantasmal force, unseen servant + + 3 + chill touch, eldritch blast, mage hand, darkness, hex, hypnotic pattern, misty step, phantasmal force, unseen servant + Source: Lost Laboratory of Kwalish p. 41 + + + + Ooze-Folk + M + ooze + Unaligned + 10 (natural armor) + 19 (2d8 + 10) + walk 30 ft. + 14 + 3 + 20 + 1 + 6 + 1 + + + 8 + + 1/2 + + + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. + Lost Laboratory of Kwalish p. 46 + + Transparent + Even when an ooze-folk is in plain sight, it takes a DC 12 Wisdom (Perception) check to spot an ooze-folk that has neither moved nor attacked. A creature that tries to enter the ooze-folk's space while unaware of the ooze-folk is surprised by the ooze-folk. + + + Fragile Bones + For each 5 damage it takes, the ooze-folk's walking speed is reduced by 5 feet. + + + Multiattack + The ooze folk makes one glass longsword attack and one pseudopod attack. + + + Glass Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 6 (1d8 + 2) slashing damage. If a 1 is rolled on an attack roll with a glass longsword, it shatters and can no longer be used. + Glass Longsword|4|1d8 + 2 + + + Pseudopod + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) acid damage. + Pseudopod|4|1d6 + 2 + + Source: Lost Laboratory of Kwalish p. 46 + + + + Gloine Nathair-Nathair + M + monstrosity + Lawful Evil + 15 (natural armor) + 127 (17d8 + 51) + walk 30 ft. + 10 + 15 + 16 + 12 + 13 + 15 + + Deception +5, Insight +4, Perception +4, Stealth +5 + 14 + Common + 6 + + + + + darkvision 60 ft. + Infernal Machine Rebuild p. 23 + + Petrifying Gaze + When a creature that can see Gloine's eyes starts its turn within 30 feet of Gloine, Gloine can force it to make a DC 14 Constitution saving throw if Gloine isn't incapacitated and can see the creature. 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 the greater restoration spell or other magic. + Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Gloine until the start of its next turn, when it can avert its eyes again. If the creature looks at Gloine in the meantime, it must immediately make the save. + If Gloine sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, Gloine is, due to its curse, affected by its own gaze. + + + Multiattack + Gloine makes either three melee attacks—one with its snake hair and two with its shortsword—or two ranged attacks with its longbow. + + + Snake Hair + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage. + Snake Hair|5|1d4 + 2 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|5|1d6 + 2 + + + Longbow + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage. + Longbow|5|1d8 + 2 + + Source: Infernal Machine Rebuild p. 23 + desert + + diff --git a/FightClub5eXML/Sources/MordenkainensFiendishFolio.xml b/FightClub5eXML/Sources/MordenkainensFiendishFolio.xml new file mode 100644 index 0000000..0b46e41 --- /dev/null +++ b/FightClub5eXML/Sources/MordenkainensFiendishFolio.xml @@ -0,0 +1,1055 @@ + + + + + Assassin Bug + M + monstrosity + Neutral + 14 (natural armor) + 55 (10d8 + 10) + walk 10 ft., fly 50 ft. + 13 + 14 + 13 + 4 + 12 + 6 + + Perception +3, Stealth +4 + 13 + understands Druidic but can't speak + 3 + poison + + + paralyzed + darkvision 60 ft. + Mordenkainen’s Fiendish Folio p. 4 + + Keen Smell + The assassin bug has advantage on Wisdom + (Perception) checks that rely on smell. + + + Multiattack + The assassin bug makes two bite attacks. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. While poisoned this way, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Bite|4|1d10 + 2 + + + Ovipositor + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. The target is infested with 1d3 assassin bug eggs, which immediately hatch into assassin bug maggots. At the start of each of the target's turns, the target takes 1d6 piercing damage per maggot infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these assassin bug maggots. After this time, the maggots are too far under the skin to be burned. + If a target infested by assassin bug maggots ends its turn with 0 hit points, it dies as the maggots burrow into its heart and kill it. Any effect that cures disease kills all assassin bug maggots infesting the target. + + Assassin bugs plague the frontier and the wilderness, where they seek to hatch their voracious maggots within incapacitated hosts. Resembling giant bluebottle flies, these insectile terrors bear stunted humanoid limbs hinting at the bizarre ceremonies that created them. + Dangerous Cultivation: + While the exact origins of the assassin bug are uncertain, rumors speak of an ancient sect of druids (possibly in service to Malar or Talos) who cultivated the first of these creatures. However, it remains unknown whether their intent was to create a benign means of breaking down monstrous corpses or a more insidious means of ridding the wilderness of growing humanoid populations. Little information survives regarding this sect, but the assassin bugs' unsettling humanoid-like limbs and limited language ability suggests that the druids might have engaged in self-sacrifice to achieve their creation. + Horrific Egg Layers: + An assassin bug attacks with a paralytic bite to first incapacitate its prey, making it easy to infect that paralyzed victim with eggs. However, they are able to infest any target as needed, and will do so to eliminate threats. Given their need to lay eggs in a living host, assassin bugs generally flee from constructs and undead. Once deposited within a living host, assassin bug eggs immediately hatch into assassin bug maggots that burrow toward their victim's heart, consuming it and killing the host unless they are quickly destroyed. After gorging themselves on the host's body over several days, the maggots emerge as juvenile assassin bugs, ready to continue their horrid life cycle. + An Unnatural Plague: + Whole settlements along the frontier have been wiped out by plagues of assassin bugs. Without a quickly organized defense, even a single bug can infest and overwhelm an unprepared population. Desperate rulers discovering that settlements are at risk often order entire neighborhoods or whole villages burned at the first sign of infestation. Within infested areas, guards patrol with burning brands and flaming swords, ready to set suspect dwellings ablaze. Fire is an effective destroyer of assassin bug maggots, and wild creatures observed running headfirst into wildfires often reveal an infestation of assassin bugs, as they immolate themselves in an instinctive effort to rid themselves of this scourge. + Monstrous Interactions: + Few creatures are able to survive an assassin bug's infestation without immediately being treated with magic or fire. Incredibly hardy monsters such as catoblepas and gorgons have sometimes been observed with deep pockmarks showing where juvenile assassin bugs have emerged from their bodies. Vile creatures such as hags sometimes cultivate assassin bugs to use their maggots in horrid recipes. And trolls have been known to intentionally allow assassin bugs to infest their bodies, which heal against the wounds of a maggot infestation and allow those maggots to be pulled out and consumed. + Source: Mordenkainen’s Fiendish Folio p. 4 + + + + Blindheim + M + humanoid (blindheim) + Chaotic Neutral + 14 (natural armor) + 26 (4d8 + 8) + walk 30 ft. + 13 + 16 + 15 + 8 + 10 + 9 + + Athletics +3, Perception +2 + 12 + Undercommon + 2 + + + + + + Mordenkainen’s Fiendish Folio p. 5 + + Radiant Eyes + While its eyes are open, a blindheim projects bright light in a 60-foot cone and dim light for an additional 60 feet. It sets the orientation of this cone at the end of each of its turns. All creatures that can see the blindheim have disadvantage on attack rolls while in the area of bright light and within 15 feet of the blindheim. Creatures with the Sunlight Sensitivity trait that can see the blindheim have disadvantage on attack rolls anywhere in the area of bright light. + + + Bite + Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. + Bite|4|1d6 + 2 + + + Radiant Blast + Radiant energy erupts from the blindheim's eyes in a 15-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or take 7 (2d6) radiant damage and be blinded until the end of the blindheim's next turn. Creatures with the Sunlight Sensitivity trait have disadvantage on this saving throw. + + These frog-like humanoids have the ability to project intense, blinding light from their eyes. Dwelling on the fringes of the Underdark, blindheims are opportunistic ambushers who can be swayed into service with payment of fresh food and metal weapons. A blindheim's radiant eyes make these creatures a unique source of light in the Underdark depths, and are bright enough to hinder creatures that suffer in the presence of bright light—or to destroy their foes. + Searing Eyes: + A blindheim projects searing light in a cone from its leering, bulging eyes. The intensity of this light is equivalent to natural sunlight, and can disturb or disrupt many creatures acclimated to the lightless depths. If a blindheim chooses to focus its gaze, this energy can even char flesh and bone. + Opportunistic Mercenaries: + Blindheims have a fascination with tales and objects from the surface world, particularly plants and other natural items. They gather in the depths of the Underdark near routes used by merchants and other brave travelers. They typically make a cautious approach to stronger creatures, speaking in halting, croaking Undercommon to offer their services in return for fresh food, metal weapons, and trinkets from the surface world. But when they have superior numbers or engage creatures that appear weak, blindheims will often ambush to take what they want. + Strange Outcasts: + The blindheims speak of an ancient era when their folk dwelled upon the surface. According to their tales, their ancestors stole a piece of the sun, then fled to the Underdark before devouring it and gaining the ability to project radiant energy from their eyes. + Blindheims fear that some day the sun will venture underground and have its revenge upon them. When dealing with surface dwellers, they insist that visitors swear to never tell the sun about them, and ask endless questions about the sun's actions, its anger, and its attitudes. But surface folk who attempt to soothe the blindheims' fears often cause these creatures great offense. In the minds of the blindheims, the sun could not possibly have forgotten their great and heroic theft, and anything said to dispel the belief that they remain infamous and feared by all folk of the surface rouses their anger. + Pitiable Slaves: + Some Underdark creatures, particularly the drow and kuo-toa, raid blindheim settlements in search of slaves. Although the light from these creatures' eyes is a formidable threat to these raiders, a captured blindheim is a useful living weapon. + Source: Mordenkainen’s Fiendish Folio p. 5 + + + + Crab Folk + L + giant + Neutral + 16 (natural armor) + 68 (8d10 + 24) + walk 40 ft., swim 40 ft. + 19 + 10 + 17 + 7 + 9 + 9 + + + 9 + Common, Giant + 3 + + + + + + Mordenkainen’s Fiendish Folio p. 6 + + Limited Amphibiousness + The crab folk can breathe air and water, but it needs to be submerged once every 24 hours to avoid suffocating. + + + Multiattack + The crab folk makes two claw attacks. + + + Claw + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 7 (1d6 + 4) bludgeoning damage and the target is grappled (escape DC 14). Until this grapple ends, the crab folk can automatically hit the target with its claw, and the crab folk can't make attacks with that claw against other targets. The crab folk has two claws, each of which can grapple only one target. + Claw|6|1d6 + 4 + + The crab folk are the result of a magical ritual used long ago by a mighty green hag to transform her ogre minions into more useful servants. All crab folk that now exist are descended from those original creations, with most living in small, isolated clutches. Though they are content to lead peaceful lives as hunters and gatherers, the magic that created the crab folk sometimes compels them to lash out in fearsome raids when the conditions are right. + Aquatic Vassals: + Long ago, a green hag gathered a small army of ogres to serve as her enforcers along the desolate coast she had claimed. The hag found the ogres' simple minds and brutal strength useful, but too often, their lack of cunning foiled her plans. Many tumbled into the sea and drowned, too simpleminded and impatient to learn how to swim. Others smashed caravans and crushed their defenders most effectively, but looted cheap, bulky trade goods while leaving valuable smaller treasures behind. + Frustrated by her servants, the hag wove a spell to adapt them to the coastal terrain while planting in their minds a few simple commands to help them with their tasks. She gave them the tenacity and toughness of a crab to augment their strength, grasping claws to help them claim the treasures she loved, and a deeply embedded magical compulsion to obedience. + Treasure Hungry: + The hag had a particular love of silver, and was loath to allow even the smallest bit of that metal to slip through her grasp. Her spell gave the crab folk an insatiable love for silver. When they see it, all crab folk feel an irresistible urge to seize it and carry it back to their lairs. If necessary, they resort to violence to claim the metal. + Brutal Raiders: + Each year, when the warm summer gives way to the chill of autumn, the crab folk look to the sky for omens. In ancient days, the green hag kept close watch on the fishing villages and towns near her domain. If those settlements grew too strong, she sent her familiar, a cruel seagull, to harangue the crab folk with its cries and drive them to war. Today, by a stroke of bad luck a gull might happen to land near a crab folk lair and utter the right combination of cries to summon up this ancient compulsion. Driven to action, the crab folk rampage along the coast, looting and smashing any settlements they know of or encounter. After six days exactly, their rampage ends, and they return to their humble lives. + Deep-Seated Memories: + When a coastal raid or a theft of silver is done, crab folk gather the treasures they have won and place them at the feet of a simple effigy of their hag creator, made from driftwood and other scrap and kept in their communal lair. The crab folk have little sense of what drives them, but they understand that the effigy represents a mother and creator who must be obeyed. + Legend holds that the green hag preferred to travel in the guise of a regal hobgoblin queen. If the crab folk ever encounter someone who bears a strong resemblance to that form, their magical compulsion might force them to worship that creature, obeying their every command. + Source: Mordenkainen’s Fiendish Folio p. 6 + + + + Dire Corby + M + humanoid (dire corby) + Neutral Evil + 13 (natural armor) + 16 (3d8 + 3) + walk 40 ft., climb 40 ft. + 13 + 14 + 13 + 6 + 8 + 7 + + Acrobatics +4, Perception +3 + 13 + Undercommon + 1/2 + + + thunder + frightened + + Mordenkainen’s Fiendish Folio p. 7 + + Dire Cacophony + Any creature other than a dire corby that starts its turn within 60 feet of a dire corby and can hear it must make a DC 11 Wisdom saving throw. On a failed save, the creature is unable to use the Dash action, cannot climb, or cast spells other than cantrips until the start of its next turn. + + + Keen Hearing + The dire corby has advantage on Wisdom (Perception) checks that rely on hearing. + + + Multiattack + The dire corby makes two claw attacks. + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage. + Claw|4|1d8 + 2 + + Heralded by the ominous, deep rumbling of their strange song, great packs of dire corbies range across the Underdark, stripping the tunnels and caverns they traverse of all living things. Even the mightiest creatures of the Underdark hide within fortified lairs or step aside from a dire corby flock, knowing of how these creatures' bizarre song disrupts, disorients, and ultimately overwhelms their prey. + Flocks of Doom: + Dire corbies wander the Underdark in vast flocks, following predictable patterns of movement like migrating birds. They strip a region bare of the lichens, fungus, and vermin that comprise their diet before moving on to a fresh feeding ground. Underdark travelers prize accurate charts illustrating the movements of these flocks, since trailing a day behind them all but guarantees that the dire corbies will have cleared out many monsters and other threats. + Horrid Songs The denizens of the Underdark hear an approaching flock of dire corbies long before it comes into view. As these creatures travel, they hoot, chirp, and howl in maddening cacophony. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo that makes it impossible to move at speed or climb cave walls. Spellcasters suffer as their minds swim, leaving them unable to use anything but their simplest magic. The dire corbies' disorienting song has left countless Underdark creatures and travelers unable to flee as these monsters fall upon them. + Strange Escort: + Certain Underdark explorers—judged inventive by some and lunatics by others—have learned to travel among the dire corbies. After blocking their ears to avoid the effect of a flock's song, these travelers attempt to mimic the strange hooting and chirping of a dire corby, with these creatures' simple minds making success surprisingly easy. Accepted as part of the flock, a traveler can range across the Underdark escorted by hundreds of humanoid creatures that the other predators of the depths take pains to avoid. + Unwitting Explorers: + As old pathways become impassable or a flock sustains heavy losses in a particular area, dire corbies will sometimes chart a new migratory course. Depending on their new route, a mob of these creatures might emerge in a dungeon connecting the Underdark and the surface world. Rampaging through such a dungeon, the flock often forces its monstrous inhabitants to flee for safer lairs. When they inevitably emerge on the surface, the dire corbies' voracious appetites cause them to quickly strip their new environment—including any nearby settlements—of life. + Source: Mordenkainen’s Fiendish Folio p. 7 + + + + Eye of Fear and Flame + M + undead + Chaotic Evil + 15 (natural armor) + 136 (16d8 + 64) + walk 30 ft. + 16 + 14 + 18 + 18 + 17 + 18 + Str +7, Con +8, Wis +7, Cha +8 + Perception +7 + 17 + Common, all languages known by any creature within 30 feet of it + 9 + necrotic, psychic + poison + + blinded, charmed, exhaustion, frightened, paralyzed, poisoned, stunned + darkvision 60 ft. + Mordenkainen’s Fiendish Folio p. 8, Infernal Machine Rebuild + + Turn Immunity + The eye of fear and flame is immune to effects that turn undead. + + + Multiattack + The eye of fear and flame makes two claw attacks and uses its Gemstone Eyes. + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d12 + 3) slashing damage. + Claw|7|1d12 + 3 + + + Gemstone Eyes + The eye of fear and flame shoots one of the following magical eye rays, choosing one target it can see within 90 feet of it. + Eye of FearThe target and up to four other creatures of the eye of fear and flame's choice within 10 feet of the target must each succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Eye of FlameThe target must make a DC 16 Dexterity saving throw. On a failed save, the target takes 44 (8d10) fire damage, and if it is a creature or a flammable object, it ignites. On a successful save, the target takes half as much damage and does not ignite. A target that ignites takes 5 (1d10) fire damage at the start of each of its turns until a creature takes an action to douse the fire. + + + Innate Spellcasting + The eye of fear and flame's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components: + At will: detect evil and good, detect thoughts + 1/day each: etherealness, true seeing + + detect evil and good, detect thoughts, etherealness, true seeing + An eye of fear and flame stalks the world of the living, commanding individuals to perform evil deeds of the undead's choosing or be destroyed. If its commands are not obeyed, an eye of fear and flame throws back its hood to reveal its skull—set with gems of red and black in each eye socket—then attacks. + Spectral Visage: + An eye of fear and flame resembles a hooded, skeletal humanoid figure. The interior of its hood cannot be seen except as an opaque black void. Ominous tales speak of these creatures prowling city streets in the darkest nights and during times of unease and unrest. It is said that eyes of fear and flame were created by chaotic gods to foment the destruction of lawful creatures, or by lawful gods for the testing of their followers. Rumors state that only twenty of these creatures exist, but much of the truth about them remains unknown. + Cruel Puppet Masters: + An eye of fear and flame often chooses to appear during times of uncertainty, such as after a group's devastating defeat or when an individual contemplates some momentous decision. The undead seeks to corrupt vulnerable individuals, especially those of lawful or good alignments, by setting tasks that test its targets' moral foundations. A paladin might be ordered to murder an innocent, with the argument that not doing so will result in some greater evil taking place. Ultimately, the success or failure of the task is of less interest to the eye of fear and flame than the instigation of the evil act—and the general spread of chaos and misery that comes with it. + Mystic Gemstones: + An eye of fear and flame casts its magic powers through its gemstone eyes. In combat, it targets not only its opponents but also innocent bystanders, seeking to cause the greatest amount of confusion and destruction. If the creature is destroyed, these gems can be recovered, though they are treated as dangerous, cursed trophies akin to a demilich's soul gems. Still, they might be sold to certain discerning—and brazen—collectors. + Source: Mordenkainen’s Fiendish Folio p. 8, Infernal Machine Rebuild + + + + Forlarren + M + fey + Chaotic Neutral + 16 (natural armor) + 45 (6d8 + 18) + walk 40 ft. + 14 + 16 + 17 + 12 + 11 + 18 + + Acrobatics +5, Deception +8, Stealth +5 + 10 + Common, Sylvan + 3 + + + + + + Mordenkainen’s Fiendish Folio p. 9 + + Magic Resistance + The forlarren has advantage on saving throws against spells and other magical effects. + + + Multiattack + The forlarren makes two claw attacks and one gore attack, or it makes three chromatic ray attacks. + + + Claw + Melee weapon attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Claw|5|1d6 + 3 + + + Gore + Melee weapon attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Gore|5|1d8 + 3 + + + Chromatic Ray + Ranged Spell Attack: +6 to hit, range 60 ft., one target. 3 (1d6) lightning damage plus 3 (1d6) fire damage plus 3 (1d6) cold damage. + Chromatic Ray|6|1d6 + + + Innate Spellcasting + The forlarren's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: + At will: expeditious retreat, false life, minor illusion, prestidigitation + 3/day each: aid, misty step, Tasha's hideous laughter + 1/day each: heal, heat metal, mirror image + + expeditious retreat, false life, minor illusion, prestidigitation, aid, misty step, Tasha's hideous laughter, heal, heat metal, mirror image + The descendants of satyrs corrupted by infernal power, forlarren are miserable creatures—an unhappy union between the rigid demands of the Nine Hells and the impulsive hedonism of the Feywild. Driven by dramatic and unpredictable emotions, these feral creatures wreak havoc wherever they go. + Corrupted Essence: + The devils of Avernus attempted an expedition to the Feywild long ago, and the forlarren are the bitter reminder of that doomed excursion. The archdevil Fierna—co-ruler of Phlegethos, the fourth layer of the Nine Hells—courted a mighty fey in hopes of luring him into trading away his soul. The attempt failed, but not before a troop of satyrs were corrupted by the dark delights of Phlegethos. The satyrs were bound to their fey lord and unable to bargain away their souls. So rather than claim them, Fierna warped and twisted them before returning them to the Feywild, content that the corruption of the satyrs would be adequate compensation for her failure. + Bifurcated Souls: + The divided nature of the forlarren reflects their origin, marking each one as two entities trapped in a single form. One forlarren might present itself as a friendly, agreeable guide that helps travelers survive the Nine Hells. Another is a howling beast that attempts to destroy all in its path. One will show mercy and empathy peppered with a parental attitude toward strangers. Another is a mirthful sybarite with an unfettered love of food, drink, and romance. When dealing with the forlarren, the only constant is the malleable, chaotic, and temperamental nature they all share. + When its diabolical aspect shines through, a forlarren is a cunning, calculating, and brutal enemy. It might use its natural charm to worm its way into earning trust from those it encounters, casting itself as a helpless creature pleading for aid even as it looks for the opportunity to betray and overpower. Or it might seek to dominate the weak, set itself up as a petty lord, and rule over all those who fall into its grasp. + A Sinister Cycle: + A forlarren in its fey aspect demonstrates self-destructive urges that reflect the inherent tension in its nature. That aspect might drive it to drink itself nearly to death, or to throw itself into caring for others with such relentless energy that it eventually collapses from exhaustion. Unfortunately, when it reaches that breaking point, its diabolical nature asserts itself, and it remains in this scheming, dominating mindset until its plans are foiled and it faces defeat. Then, overwhelmed with fear and shame, the forlarren's diabolical nature fades and its fey aspect emerges once again. + Several ballads of the Feywild recount the dramatic fall of valiant forlarren. In all these tales, the hero achieves some great deed only to see their sinister, diabolical side surface. Deceiving their companions during their most daunting trials, the forlarren then betrays those companions at the worst moment possible. + Source: Mordenkainen’s Fiendish Folio p. 9 + + + + Fog Giant + H + giant + Neutral Evil + 16 (chain mail) + 200 (16d12 + 96) + walk 40 ft. + 27 + 10 + 22 + 12 + 16 + 16 + Con +10, Wis +7, Cha +7 + Insight +7, Perception +7, Persuasion +7 + 17 + Common, Giant + 11 + + + + + + Mordenkainen’s Fiendish Folio p. 10 + + Denizen of the Mist + During its turn, the fog giant ignores the effects of fog cloud spells cast by it or other allied fog giants. + + + Keen Smell + The giant has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The giant makes two greatsword attacks and casts fog cloud. + + + Greatsword + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 29 (6d6 + 8) slashing damage. + Greatsword|12|6d6 + 8 + + + Rock + Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. 30 (4d10 + 8) bludgeoning damage. + Rock|12|4d10 + 8 + + + Petty Tyrant (Recharge 6) + The fog giant shouts bloodcurdling threats at the creatures that serve it. Each medium or smaller ally of the giant within 120 feet of it that can see or hear it can use its reaction to make a melee attack. + + + Innate Spellcasting + The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: + At will: detect magic, fog cloud, light + 3/day each: feather fall, misty step + + detect magic, fog cloud, light, feather fall, misty step + The place of cloud giants in the ordning—the set of values and expectations that determines their rank in giant society—is driven by wealth. Those cloud giants foolish or unlucky enough to have their treasure plundered fall to the bottom of the ordning, becoming outcasts known as fog giants. Cut off from their proper place in society, they become raiders and marauders who seek to reclaim their treasure or start a new hoard—by any means possible. + Beleaguered Moguls: + Though they live as ruthless raiders, fog giants remain tasteful and refined in their desires. They remember their former wealth and power with a bitter mix of longing, regret, and shame, seeking always to replace the grandest treasures they once possessed. Simple coins, gems, or trade goods do nothing to satisfy the giant's desires. Instead, they seek out grand works of art, wondrous jewelry, and beautiful sculptures. + Reasonable Offers: + Fog giants are powerful warriors, but they prefer to use threats and intimidation to get their way. A fog giant seeks out news and rumors of treasures that appeal to its sense of refinement, then tracks down and treats owners of those treasures to a show of force. Kicking down the gate of a backwater duke's castle, slaying a dozen or more guards, then calling for parley is a typical fog giant strategy—followed by an offer to leave the duke alive in return for a treasure or two. + Bandit Kings: + Forced to dwell in exile in the lands of the small folk, many fog giants develop an interest in those folk. Using a combination of threats and the promise of vast reward once they return to their proper station, a fog giant lures desperate criminals, cunning bandits, and other raiders into their service in the dismal wilds they inhabit. These giants prefer to work with ambitious humans, renegade elves, and greedy dwarves—all folk they see as properly civilized. They treat orcs, goblinoids, and other "barbarian" types as pesky vermin, best killed or driven away. + Calculating Masters: + When a fog giant accumulates followers, it sets them to the task of rebuilding the giant's collection of wondrous, expensive treasures. Its favored servants are civilized folk who can mingle among the rich and refined. These agents take note of treasures that might interest the fog giant, who then plots heists, raids, and other stratagems to seize the chosen prize. A giant might undertake a carefully planned robbery, making extensive use of magic to cover their presence. Or it might engage in a brute-force raid that involves tearing off the roof of a merchant's home, seizing what they seek, and stalking away before the town watch can rally. + Intricate Networks: + Clever, ambitious, and greedy, many fog giants build up whole networks of bandits, raiders, spies, and criminals. In some cases, such a network might grow large enough that minions in the lower ranks are ignorant of their leader's true nature. Fog giants who amass such organizations think of themselves as exiled nobles, and often take on such fanciful titles as Duke of Robbery, Baron of Bandits, or Lord of Larceny. + Source: Mordenkainen’s Fiendish Folio p. 10 + + + + Jermlaine + T + humanoid (jermlaine) + Neutral Evil + 11 + 3 (1d4 + 1) + walk 30 ft. + 4 + 12 + 13 + 10 + 11 + 7 + + Stealth +5 + 10 + Undercommon + 1/8 + + + + + darkvision 30 ft. + Mordenkainen’s Fiendish Folio p. 11 + + Lurkers in Shadow + Jermlaine are invisible to darkvision. + + + Magic Resistance + The jermlaine has advantage on saving throws against spells and other magical effects. + + + Vermin Friend + The jermlaine can speak to and understand rats and giant rats. + + + Swarming Rush + A jermlaine adds 1d4 to its weapon damage rolls while within 5 feet of another, conscious jermlaine. + + + Club + Melee weapon attack: +-1 to hit, reach 5 ft., one target. 1 (1d4 - 3) bludgeoning damage. + Club|-1|1d4 - 3 + + + Dart + Ranged weapon attack: +3 to hit, range 20/60 ft., one target. 3 (1d4 + 1) piercing damage. + Dart|3|1d4 + 1 + + Jermlaine prove that terrible things can come in tiny packages. Their tiny, foot-tall forms can barely contain the cruelty and malevolence that courses through them. Deep in the Underdark, the jermlaine lurk among the tunnels, dungeons, and caverns inhabited by much larger, more dangerous folk. The jermlaine huddle in their small tunnels, avoiding contact with all other creatures unless they can marshal overwhelming numbers. When the odds are in their favor, they strike with a vicious determination that can overwhelm even a heavily armed drow patrol or duergar war party. + Hateful Ambushers: + Jermlaine hate and resent all larger creatures. They are acutely aware that their small size and weakness in combat makes them prey for countless Underdark creatures. This anger and resentment is channeled into vengeful scheming against creatures that enter their domain. The jermlaine keep careful watch, waiting for just the right moment to fall upon their enemies. When they strike, they emerge from their tunnels to attack in overwhelming waves. In the heat of battle, individual jermlaine gladly throw themselves on their enemies' weapons to clear the way for their allies' attacks. + Hidden Threat: + The jermlaine's skin is rough, leathery, and textured like stone. Whether by the design of some sympathetic god or through sheer luck, their hide makes them appear invisible to darkvision. Part of the jermlaine's anger comes from attempts to hunt them down and fashion cloaks and other material from their skin. Such experiments have yet to yield a functional magic item, and the jermlaine's hatred of outsiders is driven in part by their assumption that any who meet them seek to harvest them for such experiments. + Secret Lairs: + Because they are hunted for food or for their skin, jermlaine take care to hide their lairs away from prying eyes. They dig tunnels barely large enough to fit their 1-foot tall frames, making it almost impossible for their enemies to pursue them. Jermlaine dig their tunnels along dungeon hallways and Underdark passages, hiding the entrances to keep intruders out and set up their ambushes. The jermlaine create passages in the floor, along the walls, and in the upper part of the ceiling. When they attack, they spill upon their enemies from every direction in a bid to overwhelm them with sheer numbers. + Allied Rodents: + The jermlaine can decipher the chitters and squeaks of rats, and in turn can communicate with such rodents. Underdark explorers know to keep a careful watch when encountering signs of a rat infestation. Those rodents, as creatures of the surface world, are rare in the deep Underdark. Their presence invariably signals the presence of a jermlaine colony. + Source: Mordenkainen’s Fiendish Folio p. 11 + + + + Khargra + S + elemental + Neutral + 20 (natural armor) + 11 (2d6 + 4) + walk 5 ft., fly 30 ft. + 13 + 10 + 14 + 5 + 11 + 6 + + Perception +2, Stealth +2 + 12 + Terran + 1/8 + + + + + darkvision 60 ft. + Mordenkainen’s Fiendish Folio p. 12 + + Iron Scent + The khargra can scent the location of ferrous metal within 30 feet of it. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage, and if the target is wearing metal armor or carrying a metal shield, the khargra attaches to that armor or shield. While attached, the khargra doesn't attack. Instead, at the start of each of the khargra's turns, roll a d20. On a 10 or higher, the armor or shield takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. + Bite|3|1d4 + 1 + The khargra can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to detach the khargra. + + + Earth Phasing + Until the end of its next turn, the khargra can fly through nonmagical earth and stone. While doing so, it doesn't disturb the material it moves through. It can end its movement within earth or stone, but if it remains within earth or stone when this ability ends, it takes 14 (4d6) force damage and immediately moves to the nearest unoccupied space. + + + Opportunistic Hunger + When a creature the khargra can see within 5 feet of it hits it with a metal weapon, the khargra can make a bite attack against that creature. + + The bizarre khargra is a flying creature from the Elemental Plane of Earth that devours any metals it encounters. Though normally content to eat raw veins of ore, this creature considers refined and crafted metals to be particularly delectable. + Vexing Scavengers: + Khargras are native to the Elemental Plane of Earth, where they are considered annoying pests. They arrive in the Material Plane by accident, usually by following an earth elemental or other creature that has been summoned into the world. + Khargras can eat and digest most metals, though they prefer iron, copper, and tin above others. They find gold bland and mushy, akin to a flavorless gruel. Though khargras digest metal with ease, organic matter and gems are repugnant to them. If a khargra eats such morsels for whatever reason, they remain lodged in its gullet for a few days of indigestion before the offending material is coughed up. + Reluctant Predators: + Khargras find living flesh disgusting, and they attack creatures only when driven by hunger and a lack of safer options. After securing a meal of whatever tasty, refined metal their victim carries, they quickly flee—and will flee before that rather than risk death. + Stealthy Couriers: + A number of clans among the dwarves, duergar, and azers have trained khargras as couriers. Making use of these creatures' odd digestive systems, their masters sprinkle iron dust on a scroll or other organic item that bears a message. The khargra devours the missive, digesting the dust but leaving the message lodged in its digestive tract. Trained over long years and with plentiful treats to learn the direction to different underground strongholds and outposts, the khargra carries its burden to its destination, then coughs up the message on command. + Source: Mordenkainen’s Fiendish Folio p. 12 + + + + Killmoulis + T + fey + Neutral + 14 + 7 (2d4 + 2) + walk 30 ft., climb 30 ft. + 4 + 19 + 13 + 12 + 14 + 13 + + History +3, Perception +4, Stealth +8 + 14 + Common, Sylvan, telepathy 60 ft. + 0 + + + + + + Mordenkainen’s Fiendish Folio p. 13 + + Slam + Melee weapon attack: +-1 to hit, reach 5 ft., one target. 1 bludgeoning damage. + + + Blessing of Bountiful Generosity (1/day) + The killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target finishes a long rest, it regains all spent Hit + Dice and gains 10 temporary hit points. + + + Curse of Poor Hospitality (1/day) + The killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target completes a long rest, it does not regain spent Hit Dice. + + A killmoulis can be either a bane or boon to an adventuring party. When kept well fed with tasty treats, this creature is a helpful assistant that mends armor, collects herbs that make the blandest rations into a feast, and turns a dull, uncomfortable campsite into a welcoming refuge. But if a party abuses or neglects a killmoulis, the creature's mean-spirited thirst for revenge can turn even the simplest expedition into a draining ordeal that leaves adventurers tired, dispirited, and sullen. + Traveling Fey: + A killmoulis arises spontaneously in the Feywild whenever someone commits an act of charity to help a tired or lost traveler. Emerging from the shadows near the site of the deed, the creature takes to the road, wandering to seek out travelers who might have food it can sneak away with in return for the benefits of its magic. + Shy and solitary by nature, a killmoulis enjoys watching and listening to folk from distant places that it knows little about. Whether fierce raiders, enterprising merchants, or bold adventurers, all travelers have something interesting to offer a killmoulis. + Hungry Helpers: + Despite their odd appearance and origins, killmoulis crave the same creature comforts as many folk of the world. They adore sweet candies, fresh fruit, and other delicacies. When a killmoulis encounters a party of travelers, it hides and keeps a careful watch on them. At night, it sneaks into the travelers' camp and looks through their supplies for tasty treats, but will settle for rations, nuts, and other snacks. If it finds them, it quickly snuffles up a single day's worth of food with its long nose. In return, it then uses its magic to enhance the travelers' comfort as they rest. + A Bitter Reproach: + A killmoulis will follow after any party that has provided it with a tasty snack, slipping into camp each night to gorge itself and pay for its feast with its beneficial magic. But if the travelers attack, interfere with, or try to trap the killmoulis, it places a minor curse on the group and attempts to flee. For the rest of the characters' journey, their rations taste like ash and any camping spots are infested with lice and biting insects. Each character in the party wakes up sore and cramped, as rocks or sharp sticks somehow end up under their bedrolls. + Once a killmoulis is angered, it continues to tail a group and visit its curse upon them. Only an offering of fine food and an earnest apology can sooth an angry killmoulis. Without that, these creatures hold a grudge against a group's rude behavior that can last for days. + Source: Mordenkainen’s Fiendish Folio p. 13 + + + + Mite + S + fey + Lawful Evil + 12 + 7 (2d6) + walk 30 ft., burrow 10 ft., climb 30 ft. + 7 + 14 + 11 + 10 + 8 + 13 + + Deception +3, Stealth +6 + 9 + Sylvan, Undercommon + 1/4 + + + + + + Mordenkainen’s Fiendish Folio p. 14 + + Vexing Presence + While within 30 feet of a mite that can see it, a non-fey creature has disadvantage on Dexterity checks and + Dexterity saving throws. + + + Dagger + Melee or Ranged weapon attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|4|1d4 + 2 + + + Blood Boiling Hex (Recharge 6) + The mite places a hex on a creature it can see within 60 feet of it for 1 minute. If the mite is hidden, using this ability does not reveal its location. While the creature is affected by this hex, whenever it makes an attack roll, an ability check, or a saving throw, it must roll a d6 and subtract the number rolled from the d20 roll. On any turn in which it suffers the effect of the hex, the target can attack an ally as a reaction, ignoring the effect of the hex when it does so. It can then ignore the effect of the hex until the end of its turn. + + Mites are vexing fey creatures that delight in causing minor havoc and playing irritating pranks, making even the coolest, most experienced adventurers prone to outbursts of destructive frustration. When mites are about, even the simplest task can turn into a disaster, and a mild disagreement can quickly become a brawl. + Heralds of Frustration: + Mites are natives of the Feywild that arise when a creature becomes so irritated with a situation or event that it lashes out in violence. That creature experiences strange dreams the next time it sleeps, then sleepwalks to the nearest tree or other large plant, digs a small hole, screams into the depression, and refills the hole. When it awakes the next morning, the creature feels strangely refreshed. Then on the night of the next new moon, the dug-up earth stirs and a pack of mites emerges. Born of frustration and anger, these creatures exist only to replicate in others the emotions that created them. + Nettlesome Pranksters: + Mites prefer to live underground, seeking out dungeons and cave warrens where they dig a network of hidden burrows that wrap around existing passages and chambers. They use these hiding spots to watch the comings and goings of monsters and adventurers, setting traps to vex and annoy whenever possible. A trip wire might be set at the top of a flight of stairs to send creatures crashing down. Locks might be jammed with debris, gems replaced with fakes, and prized treasures stolen away. Mites aim to kill only if threatened with direct violence, content to otherwise take joy in watching mundane or simple tasks become frustrating, painful experiences. + Fey Influence: + When mites are about, creatures become irritable and easily frustrated to the point of violence. For such creatures, every minor failure feels like gross incompetence. Simple tasks become increasingly difficult. Those who undertake those tasks become overwhelmed with a sense of unresolved anger and frustration that demands an outlet—usually violence and destruction. The mites' influence can thus turn even the most orderly group into a mob of surly brawlers. Within even the most tight-knit adventuring party, morale plummets, arguments boil over into fights, and discipline becomes spotty at best. + Chaotic Battlegrounds: + Dungeons infested with mites for a long period of time devolve into chaotic battlegrounds. Even under the control of a strong leader, any faction in such a dungeon can see its members turn against each other as their frustration and antipathy build. When adventurers enter the dungeon, the mites go to work to exploit the added chaos. They use their magic to drag visitors into their web of anger and frustration, luring explorers deeper into the site and into situations and locations that promise to yield up the most havoc. + Source: Mordenkainen’s Fiendish Folio p. 14 + + + + Needle Spawn + M + plant + Chaotic Evil + 13 + 16 (3d8 + 3) + walk 30 ft., climb 20 ft. + 13 + 17 + 12 + 6 + 13 + 6 + + Stealth +5 + 11 + Sylvan + 1/2 + + + + blinded, deafened, exhaustion + blindsight 30 ft. + Mordenkainen’s Fiendish Folio p. 16 + + Close Quarters Shooting + The needle spawn does not suffer disadvantage on ranged attacks while within 5 feet of a hostile creature that can see it and isn't incapacitated, if the target of the attack is also within 5 feet of the needle spawn. + + + Needle Volley + The needle spawn makes up to 1d6 needle attacks, but it cannot attack the same target more than twice during its turn. + + + Claw + Melee weapon attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Claw|5|1d6 + 3 + + + Needle + Ranged Weapon Attack: +5 to hit, range 60 ft., one target. 5 (1d4 + 3) piercing damage. + Needle|5|1d4 + 3 + + A wise ranger knows that the sight of a needle spawn is an ill omen, for it heralds the rise of a dreaded needle lord and a war for the soul of a forest. + Roving Corpses: + Needle spawn are created by needle lords—hulking plant creatures that hail from fey domains wracked by wanton violence. When a needle lord enters a worldly forest, it spreads seed pods wherever it roams. A pod remains dormant until a humanoid dies near it or a humanoid corpse is dragged close by, whereupon the pod burrows into the corpse's decaying flesh and sprouts ropey vines covered in long, sharp needles. The vines wrap around the corpse to animate it, causing it to rise and lurch about like a zombie. + Invasive Species: + When a great battle is fought in a fey woodland, the plants of the wood sometimes take on the thirst for violence and conquest that propels the fey to war. These plants become needle lords—ogre-shaped masses of thorny vines covered with long, cruel needles that pierce flesh. + A needle lord fancies itself a conquering general, wandering in search of a forest to conquer and claim. When it sets its sights on a forest, it first focuses on spreading the seed pods that give rise to its needle spawn vassals. It then prowls the wood in search of weak or defenseless humanoids to kill, converting their corpses into needle spawn to begin growing its army. + Unnatural Ally: + A needle lord is an implacable foe. Driven only by a desire to conquer and rule, it wages endless war with its army of mobile dead against all creatures it views as a threat to its domination. It might even forge treaties with hobgoblins, kobolds, and other creatures willing to obey it, but it sees any alliance that casts it as a lesser partner as only a temporary measure. The needle lord betrays any allies at the first opportunity, as it believes that only one creature can claim dominion over a forest. + Source: Mordenkainen’s Fiendish Folio p. 16 + + + + Needle Lord + L + plant + Chaotic Evil + 15 (natural armor) + 45 (6d10 + 12) + walk 40 ft. + 18 + 11 + 14 + 11 + 15 + 12 + + Athletics +6, Perception +4, Stealth +2 + 14 + Sylvan + 3 + + + + blinded, deafened, exhaustion + blindsight 30 ft. + Mordenkainen’s Fiendish Folio p. 16 + + Needle Defense + Each time a creature makes a melee attack against a needle lord, it takes 2 piercing damage. A creature can choose to make an attack with disadvantage to avoid this damage. + + + Multiattack + The nettle lord makes 2 raking vine attacks. + + + Needle Volley + The needle lord makes up to 1d6 needle attacks, but it cannot attack the same target more than twice during its turn. + + + Raking Vine + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target takes 11 piercing damage at the start of each of its turns. The needle lord has two raking vines, each of which can grapple only one target. + Raking Vine|6|2d6 + 4 + + + Needle + Ranged Weapon Attack: +2 to hit, range 60 ft., one target. 2 (1d4) piercing damage. + Needle|2|1d4 + + A wise ranger knows that the sight of a needle spawn is an ill omen, for it heralds the rise of a dreaded needle lord and a war for the soul of a forest. + Roving Corpses: + Needle spawn are created by needle lords—hulking plant creatures that hail from fey domains wracked by wanton violence. When a needle lord enters a worldly forest, it spreads seed pods wherever it roams. A pod remains dormant until a humanoid dies near it or a humanoid corpse is dragged close by, whereupon the pod burrows into the corpse's decaying flesh and sprouts ropey vines covered in long, sharp needles. The vines wrap around the corpse to animate it, causing it to rise and lurch about like a zombie. + Invasive Species: + When a great battle is fought in a fey woodland, the plants of the wood sometimes take on the thirst for violence and conquest that propels the fey to war. These plants become needle lords—ogre-shaped masses of thorny vines covered with long, cruel needles that pierce flesh. + A needle lord fancies itself a conquering general, wandering in search of a forest to conquer and claim. When it sets its sights on a forest, it first focuses on spreading the seed pods that give rise to its needle spawn vassals. It then prowls the wood in search of weak or defenseless humanoids to kill, converting their corpses into needle spawn to begin growing its army. + Unnatural Ally: + A needle lord is an implacable foe. Driven only by a desire to conquer and rule, it wages endless war with its army of mobile dead against all creatures it views as a threat to its domination. It might even forge treaties with hobgoblins, kobolds, and other creatures willing to obey it, but it sees any alliance that casts it as a lesser partner as only a temporary measure. The needle lord betrays any allies at the first opportunity, as it believes that only one creature can claim dominion over a forest. + Source: Mordenkainen’s Fiendish Folio p. 16 + + + + Norker + S + humanoid (goblinoid) + Chaotic Evil + 17 (natural armor) + 16 (3d8 + 3) + walk 30 ft. + 13 + 10 + 13 + 8 + 8 + 7 + + Athletics +3 + 9 + Common, Goblin + 1/2 + + + + + + Mordenkainen’s Fiendish Folio p. 17 + + Multiattack + The norker makes one mace and one bite attack. + + + Bite + Melee weapon attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage. + Bite|3|1d6 + 1 + + + Mace + Melee weapon attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage. + Mace|3|1d6 + 1 + + + Defensive Rebuke + If a creature within 5 feet of the norker makes a melee attack against it, the norker can use its reaction to cause 4 piercing damage to it. + + Cruel, vicious, and lazy even by the standards of goblinoids, norkers are tough humanoids whose long, sharp fangs and thick, bony exoskeletons make them well-suited to the ranks of hobgoblin armies. Unfortunately for their would-be masters, norkers are rebellious, truculent, and prone to indolence unless watched with a keen eye and a hand that is quick to snap a whip. + Denizens of the Deep Earth: + In the ancient days, norkers were found deep within the earth. They were always few in number, and their god was a cruel, merciless tyrant who kept his children close and the outside world at a distance. This long-lost god may have been Maglubiyet's first conquest and his followers the initial, unwilling recruits into his crusade. Today, hobgoblins chafe at the suggestion that creatures as lazy and untamed as norkers could claim such an honor. For that reason alone, hobgoblin warlords are loath to use these creatures, preferring to keep them around as disposable labor in mines and quarries. + Nasty, Brutish, and Short: + Even goblins bully and harass norkers, as hobgoblins place the norkers at the bottom of the goblinoid ranks, yet the norkers' ferocity, tough hides, and sharp fangs allow them to rise up and defeat goblinoids that underestimate the norkers' strength and ferocity.. For this reason, norkers are likely encountered away from their brethren. Their natural armor and weapons make them dangerous foes even when relegated to menial labor. Only the dictates of Maglubiyet have prevented the hobgoblins from hunting down and exterminating these creatures. + A Legacy of Hatred: + Given their ancient defeat and terrible treatment at the hands of other goblinoids, the norkers have developed a peculiar sect of Maglubiyet worshipper. They call him the Great Scourge and believe that mortal life is a cruel test. Those norkers whose skin can withstand any blow and whose fangs sink deep into their enemies will be shepherded to paradise. To the norkers, all other creatures are enemies. Strong creatures can be mollified with servitude and obsequious begging, while weaker ones are victims for their fangs and clubs. + Source: Mordenkainen’s Fiendish Folio p. 17 + + + + Norker War Leader + S + humanoid (goblinoid) + Chaotic Evil + 17 (natural armor) + 39 (6d8 + 12) + walk 30 ft. + 16 + 10 + 15 + 12 + 11 + 13 + + Athletics +5, Intimidation +3, Perception +2 + 12 + Common, Goblin + 3 + + + + + + Mordenkainen’s Fiendish Folio p. 17 + + Multiattack + The norker war leader makes one greataxe and one bite attack, and also uses Fight On, You Slugs. + + + Bite + Melee weapon attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Bite|5|1d6 + 3 + + + Greataxe + Melee weapon attack: +5 to hit, reach 5 ft., one target. 9 (1d12 + 3) slashing damage. + Greataxe|5|1d12 + 3 + + + Fight On, You Slugs + The norker war leader picks up to three allied goblinoids within 60 feet that can see it. The chosen creatures can each use their reactions to make a single melee attack. + + + Defensive Rebuke + If a creature within 5 feet of the norker makes a melee attack against it, the norker can use its reaction to cause 6 piercing damage to it. + + Cruel, vicious, and lazy even by the standards of goblinoids, norkers are tough humanoids whose long, sharp fangs and thick, bony exoskeletons make them well-suited to the ranks of hobgoblin armies. Unfortunately for their would-be masters, norkers are rebellious, truculent, and prone to indolence unless watched with a keen eye and a hand that is quick to snap a whip. + Denizens of the Deep Earth: + In the ancient days, norkers were found deep within the earth. They were always few in number, and their god was a cruel, merciless tyrant who kept his children close and the outside world at a distance. This long-lost god may have been Maglubiyet's first conquest and his followers the initial, unwilling recruits into his crusade. Today, hobgoblins chafe at the suggestion that creatures as lazy and untamed as norkers could claim such an honor. For that reason alone, hobgoblin warlords are loath to use these creatures, preferring to keep them around as disposable labor in mines and quarries. + Nasty, Brutish, and Short: + Even goblins bully and harass norkers, as hobgoblins place the norkers at the bottom of the goblinoid ranks, yet the norkers' ferocity, tough hides, and sharp fangs allow them to rise up and defeat goblinoids that underestimate the norkers' strength and ferocity.. For this reason, norkers are likely encountered away from their brethren. Their natural armor and weapons make them dangerous foes even when relegated to menial labor. Only the dictates of Maglubiyet have prevented the hobgoblins from hunting down and exterminating these creatures. + A Legacy of Hatred: + Given their ancient defeat and terrible treatment at the hands of other goblinoids, the norkers have developed a peculiar sect of Maglubiyet worshipper. They call him the Great Scourge and believe that mortal life is a cruel test. Those norkers whose skin can withstand any blow and whose fangs sink deep into their enemies will be shepherded to paradise. To the norkers, all other creatures are enemies. Strong creatures can be mollified with servitude and obsequious begging, while weaker ones are victims for their fangs and clubs. + Source: Mordenkainen’s Fiendish Folio p. 17 + + + + Screaming Devilkin + S + fey + Lawful Evil + 17 (natural armor) + 18 (4d6 + 4) + walk 0 ft., fly 40 ft. + 4 + 16 + 13 + 5 + 8 + 11 + + + 9 + Sylvan + 1 + + + + + + Mordenkainen’s Fiendish Folio p. 19 + + Agile Flier + Opportunity attacks against the screaming devilkin have disadvantage while it is flying. + + + Ceaseless Screaming + Any creature other than a screaming devilkin that starts its turn within 30 feet of one or more screaming devilkins and can hear it must make a DC 10 + Wisdom saving throw. On a failure the creature is incapacitated until the start of its next turn. On a success, the creature suffers no effect. + + + Stunted Legs + The screaming devilkin has disadvantage on attack rolls and all attack rolls made against it gain advantage while the devilkin isn't flying. + + + Barbed Tail + Melee weapon attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage. + Barbed Tail|5|1d4 + 3 + + The ferocious screaming devilkin are bizarre fey creatures spawned by overwhelming moments of panic. Despite their diabolic appearance and name, are denizens of the Feywild. Sages believe that their appearance derives from the primal fear inspired by fiendish creatures, while bards assert that panic, being such a repulsive emotion, is embodied by an equally ugly creature. + Screaming Terrors: + A screaming devilkin sometimes arises when a creature in the Feywild is overcome with panic to the point that it screams, babbles, and otherwise loses control of its faculties. When such an event occurs, the creature's scream echoes through the Feywild. If it echoes at just the right angle between a rocky outcropping in the dead of night, the scream gains intensity and volume until it reaches a piercing crescendo. At that moment, the stone of the outcropping shatters as a small flock of screaming devilkins erupts from the earth and take to the air. + Wicked Tormentors: + As befits creatures born from a moment of panic, screaming devilkins love to spread fear and confusion across the world. They gather in small flocks, lurking along lonely forest roads and mountain passes. When their victims approach, the devilkins swoop down upon them to lash them with their long, barbed tails. Their horrid shrieking overwhelms a creature's senses, inspiring a combination of panic, sensory overload, and confusion that leaves creatures reeling. Despite their evil nature, screaming devilkins rarely attack to kill. They much prefer to leave their victims badly injured and shorn of all hope. The devilkin steal treasures, weapons, and supplies, dooming an expedition to a slow death. The devilkin fly near their victims, taunting them with the items they stole. Predators in the area learn that the devilkin's screeching is a sure sign that easy prey draws near. + Opportunistic Alliances: + A flock of screaming devilkins can appreciate vicious cruelty in other creatures. If they see signs of an evil presence in the land, such as a cruel overlord or a vicious necromancer, they may offer an alliance if the villain offers plenty of opportunities for them to engage in wanton destruction and torment. These creatures serve as horrid mascots of a sort, capering about their new master and following orders to torment those who displease their leader with glee. + Source: Mordenkainen’s Fiendish Folio p. 19 + + + + Ygorl, Lord of Entropy + L + aberration + Chaotic Neutral + 20 (natural armor) + 325 (26d10 + 182) + walk 40 ft., climb 40 ft., swim 40 ft. + 24 + 18 + 24 + 20 + 16 + 26 + Str +14, Con +14, Cha +15 + Arcana +12, Deception +15, Intimidation +15, Persuasion +15 + 13 + all, telepathy 120 ft. + 23 + acid, cold, fire, lightning, thunder + necrotic, poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + Mordenkainen’s Fiendish Folio p. 20 + + Entropic Aura + Each creature that is not a construct or undead that ends its turn within 15 feet of Ygorl takes 14 (4d6) necrotic damage. + + + Legendary Resistance (3/Day) + If Ygorl fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + Ygorl has advantage on saving throws against spells and other magical effects. + + + Multiattack + Ygorl makes three attacks: two with its scythe, and one with its Entropic Touch. + + + Scythe + Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. 18 (2d10 + 7) slashing damage plus 19 (3d12) necrotic damage. Any creature reduced to 0 hit points by this attack dies, with its body and everything it is wearing and carrying, except magic items, exploding into a cloud of ash. The creature can be restored to life only by means of a wish spell. + Scythe|14|2d10 + 7 + + + Entropic Touch + Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 16 (2d8 + 7) necrotic damage, and the target must succeed on a DC 22 Constitution saving throw or gain one level of exhaustion. + Entropic Touch|14|2d8 + 7 + + + Summon Slaadi (1/Day) + Ygorl summons 1d4 + 1 death slaadi. A summoned slaad appears in an unoccupied space within 60 feet of Ygorl, acts as an ally of Ygorl, and can't summon other slaadi. It remains for 1 minute, until it or Ygorl dies, or until Ygorl dismisses it as an action. + + + Teleport + Ygorl teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. + + + Ygorl, 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. Ygorl, regains spent legendary actions at the start of its turn. + + + Scythe + Ygorl makes one attack with its scythe. + + + Teleport + Ygorl uses its Teleport action. + + + Call the Void (Costs 3 Actions) + Each creature that is not a construct or undead within 30 feet of Ygorl must make a DC 22 Constitution saving throw against the lord of entropy's attempt to unmake life, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one. Ygorl then regains a number of hit points equal to half the total damage taken by all affected creatures. + + + Innate Spellcasting + Ygorl's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: blight, blink, chaos bolt*, detect magic, fly, shield + 3/day each: circle of death, enervation*, symbol (discord only) + 2/day each: finger of death, harm, mental prison* + 1/day each: power word kill, power word stun, symbol (death only), weird + * Spell from Xanathar's Guide to Everything + + blight, blink, chaos bolt, detect magic, fly, shield, circle of death, enervation, symbol, finger of death, harm, mental prison, power word kill, power word stun, symbol, weird + The enigmatic being known as Ygorl was one of the first slaadi created after Primus unleashed the Spawning Stone upon Limbo. A powerful being suffused with entropic power, Ygorl delights in the act of unmaking and bringing chaos to any ecosystem it visits. Lesser slaadi follow close behind the lord of entropy, delighting and furthering the destruction it brings. + Cycles of Chaos: + As a personification of entropy, Ygorl is cursed to see things as they will become—broken and consumed by the march of eternity. It has no sense of empathy or compassion, driven only to unmake so that the resulting base elements of reality can fuel the multiverse's endless cycles of creation and destruction. + Speaking to Ygorl is a taxing endeavor, as the lord of entropy channels its thoughts as a stream of consciousness that is both disturbing and difficult to follow. Mortal creatures that have attempted to parley with Ygorl are known to have been driven to madness in the process. + Death and Destruction: + Ygorl's most notable possession is an adamantine scythe with the slaad word for death inscribed across the blade, which can reduce living creatures to ash. The lord of entropy also bears a set of obsidian tablets slung about its waist, upon which it inscribes destructive runes. Living creatures wither and rot within the entropic energy emanated by Ygorl's magic. + Source: Mordenkainen’s Fiendish Folio p. 20 + + + + Xill + M + monstrosity + Lawful Evil + 16 (natural armor) + 33 (6d8 + 6) + walk 40 ft. + 14 + 18 + 13 + 11 + 14 + 9 + + Acrobatics +6, Athletics +4, Perception +4 + 14 + Common + 3 + + + + + + Mordenkainen’s Fiendish Folio p. 21 + + Ethereal Jaunt + As a bonus action, a xill can magically shift from the Material Plane to the Ethereal Plane, or vice versa. + + + Poison Stinger + The xill injects poison into one creature it hit with its claws this turn. The chosen creature must make a DC 11 Constitution saving throw, with disadvantage if the xill hit it more than once this turn, taking 14 (4d6) poison damage on a failed save, or half as much on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned this way. + + + Multiattack + The xill makes four claw attacks. + + + Claw + Melee weapon attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) piercing damage. + Claw|6|1d4 + 4 + + Deep within the Ethereal Plane are the demiplanes, miniatures worlds built by powerful archmages and other mighty entities to serve as a private domain. Each demiplane is a designed realm, built for a specific purpose. Some are fortresses, designed to keep wanderers from the material world away. Others are far more sinister, dark realms where evil dreams take root and become ghastly realities. Such is the realm that spawned the xill, horrific, insectoid creatures created long ago to serve an ancient, evil master. + Gruesome Collectors: + Xills are horrid, four-armed creatures that seem to be a cross between a lizard and insect. They emerge from the Ethereal Plane to fall upon their victims with their vicious claws, but their aim is no to kill. Instead, a xill injects its victim with a paralytic poison. When their the poison overwhelms their target, the xill snatches the victim and returns to the Ethereal. The ultimate fate of unfortunates carried off in this manner is not known, but plenty of speculation surrounds the xills' true nature and the demiplane that spawned them. + An Ancient Remnant: + A variety of theories attempt to explain the xills and their origin. The one found most plausible by scholars of the planes concerns the enigmatic wizard Keraptis. Supposedly, Keraptis long ago crafted a demiplane to serve as personal domain from which he could dispatch his servitors to collect the powerful artifacts he longed to stockpile. The xills were his creation, servitors who could slip to and from the Ethereal plane and steal any artifact or kidnap any person he wished to collect. + A Mysterious Task: + Little has been heard of Kerpatis. Save for the recent theft of three mighty items in the World of Greyhawk, he has remained primarily a figure of myth, rumor, and legend. As an inveterate collector of magic items, though, his demiplane is likely filled with powerful artifacts long thought lost to the multiverse. If the story is true, his demiplane is undoubtedly guarded by strange traps and logic-defying puzzles, along with a legion of brainwashed servitors and countless xills. As to the fate of the individuals seized by the xills, they perhaps form the bulk of Kerpatis's followers. Brainwashed by his magic and set to guard his many dungeons, these fanatics are among his most dangerous followers. It is telling that the xills rarely kidnap commoners. Instead, they target young but promising adventurers, those whose natural talent and aptitude point to a bright future but whose skills have not yet grown sharp enough to repel a dedicated assault. + Source: Mordenkainen’s Fiendish Folio p. 21 + + + diff --git a/FightClub5eXML/Sources/SleepingDragonsWake.xml b/FightClub5eXML/Sources/SleepingDragonsWake.xml new file mode 100644 index 0000000..af585ed --- /dev/null +++ b/FightClub5eXML/Sources/SleepingDragonsWake.xml @@ -0,0 +1,170 @@ + + + + + Giant Shark Skeleton + H + undead + Unaligned + 13 (natural armor) + 126 (11d12 + 55) + walk 20 ft., swim 50 ft. + 23 + 11 + 21 + 1 + 10 + 5 + + Perception +3 + 13 + + 5 + + poison + bludgeoning + exhaustion, poisoned + blindsight 60 ft. + Sleeping Dragon's Wake + + Blood Frenzy + The giant shark skeleton has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Bite + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 22 (3d10 + 6) piercing damage. + Bite|9|3d10 + 6 + + A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships. + The giant shark skeleton doesn't require air, food, drink, or sleep. The shark has had skeletal feet attached by some demented necromancer. + Source: Sleeping Dragon's Wake + + + + Lhammaruntosz + H + dragon + Lawful Good + 19 (natural armor) + 212 (17d12 + 102) + walk 40 ft., fly 80 ft., swim 40 ft. + 25 + 10 + 23 + 16 + 15 + 19 + Dex +5, Con +11, Wis +7, Cha +9 + Insight +7, Perception +12, Stealth +5 + 22 + Common, Draconic + 16 + + lightning + + + blindsight 60 ft., darkvision 120 ft. + Sleeping Dragon's Wake + + Amphibious + Lhammaruntosz can breathe air and water. + + + Legendary Resistance (3/Day) + If Lhammaruntosz fails a saving throw, she can choose to succeed instead. + + + Regeneration + Lhammaruntosz regains 5 hit points at the start of her turn. + + + Multiattack + Lhammaruntosz can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws. + + + Bite + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 18 (2d10 + 7) piercing damage. + Bite|12|2d10 + 7 + + + Claw + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage. + Claw|12|2d6 + 7 + + + Tail + Melee Weapon Attack: +12 to hit, reach 15 ft., one target. 16 (2d8 + 7) bludgeoning damage. + Tail|12|2d8 + 7 + + + Frightful Presence + Each creature of Lhammaruntosz's choice that is within 120 feet of her and aware of her must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. 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 Lhammaruntosz's Frightful Presence for the next 24 hours. + + + Breath Weapons (Recharge 5-6) + Lhammaruntosz uses one of the following breath weapons. + + + Lightning Breath + Lhammaruntosz exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. + + + Repulsion Breath + Lhammaruntosz exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. + + + Change Shape + Lhammaruntosz magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Lhammaruntosz's choice). + In a new form, Lhammaruntosz retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + + + Lhammaruntosz 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. Lhammaruntosz regains spent legendary actions at the start of its turn. + + + Detect + Lhammaruntosz makes a Wisdom (Perception) check. + + + Tail Attack + Lhammaruntosz makes a tail attack. + + + Wing Attack (Costs 2 Actions) + Lhammaruntosz beats its wings. Each creature within 10 feet of Lhammaruntosz must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. Lhammaruntosz can then fly up to half her flying speed. + + + Lair Actions + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: + • The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. + • A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn. + + + Regional Effects + The region containing a legendary bronze dragon's lair is warped by the dragon's magic. + • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell. + • Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues. + • Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair. + If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days. + + + Innate Spellcasting + Lhammaruntosz's spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components: + 1/day each: create food and water, detect thoughts, fog cloud, speak with animals + + + Spellcasting + Lhammaruntosz is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17; +9 to hit with spell attacks). She has the following sorcerer spells prepared: + Cantrips (at will): light, mage hand, mending + • 1st level (4 slots): charm person, detect magic, expeditious retreat, sleep + • 2nd level (3 slots): darkness, invisibility, suggestion + • 3rd level (3 slots): dispel magic, protection from energy + • 4th level (2 slots): dimension door, stoneskin + + 4, 3, 3, 2 + create food and water, detect thoughts, fog cloud, speak with animals, light, mage hand, mending, charm person, detect magic, expeditious retreat, sleep, darkness, invisibility, suggestion, dispel magic, protection from energy, dimension door, stoneskin + Lhammaruntosz, a bronze dragon with the ability to heal quickly, spent decades defending Leilon and the surrounding area as the captain of the Scaly Eye, a fleet that battled pirates and other threats. To honor her deeds, the Swords of Leilon constructed the Bronze Shrine, a massive temple to Bahamut, god of metallic dragons, in a cliff overlooking the sea. The shrine's face is carved in Lhammaruntosz's likeness and includes quarters for the rest of the Scaly Eye and a magic statue of Bahamut, which the dragon can use to commune with the deity. + In recent decades Lhammaruntosz has retreated inside the shrine, becoming reclusive due to a attack by a disguised demon which has driven her mad. She leaves on rare occasions to hunt for food, returning as soon as possible. Members of the Scaly Eye still live within the Bronze Shrine, as Lhammaruntosz has ordered them to stay on as her guardians. + Source: Sleeping Dragon's Wake + + + diff --git a/FightClub5eXML/Sources/StormLordsWrath.xml b/FightClub5eXML/Sources/StormLordsWrath.xml new file mode 100644 index 0000000..0105197 --- /dev/null +++ b/FightClub5eXML/Sources/StormLordsWrath.xml @@ -0,0 +1,128 @@ + + + + + Statue of Talos + L + elemental + Chaotic Evil + 17 (natural armor) + 147 (14d10 + 70) + walk 30 ft., fly 60 ft. + 19 + 11 + 20 + 6 + 11 + 9 + Wis +4 + Perception +4 + 14 + Terran + 10 + bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + poison + + exhaustion, petrified, poisoned + darkvision 60 ft. + Storm Lord's Wrath + + False Appearance + While the statue remains motionless, it is indistinguishable from an inanimate statue. + + + Multiattack + The statue makes five attacks: one with its headbutt and four with its lightning bolt blades. + + + Headbutt + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage. + Headbutt|8|2d6 + 4 + + + Lightning Bolt Blades + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 9 (2d4 + 4) slashing damage. + Lightning Bolt Blades|8|2d4 + 4 + + Source: Storm Lord's Wrath + + + + Skull Flier + M + construct + Unaligned + 16 (natural armor) + 24 (3d8) + walk 10 ft., fly 50 ft. + 10 + 14 + 10 + 1 + 10 + 3 + + + 10 + + 1/2 + + poison, psychic + + charmed, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + Storm Lord's Wrath + + Sting + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + Sting|4|1d6 + 2 + + Source: Storm Lord's Wrath + + + + Tooth-N-Claw + M + fiend + Lawful Evil + 15 (natural armor) + 45 (7d8 + 14) + walk 50 ft. + 17 + 12 + 14 + 6 + 13 + 6 + + Perception +5 + 15 + understands Infernal but can't speak it + 3 + + cold + + + darkvision 60 ft. + Storm Lord's Wrath + + Keen Hearing and Smell + Tooth-N-Claw has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + Tooth-N-Claw has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage plus 7 (2d6) cold damage. + Bite|5|1d8 + 3 + + + Freezing Breath (Recharge 5-6) + Tooth-N-Claw exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) cold damage on a failed save, or half as much damage on a successful one. + + Source: Storm Lord's Wrath + + +