Lonis's Guide to Forgotten Monsters of Ravnica v1.1

by Ilaro

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Lonis's Guide to ForgottenMonsters of Ravnica

Table of Contents


Abbreviations:
  • LGFMR = Lonis's Guide to Forgotten Monsters of Ravnica (this book)
  • GGR = Guildmaster's Guide to Ravnica
  • CM = Candlekeep Mysteries
  • FTD = Fizban's Treasury of Dragons
  • MOT = Mythic Odysseys of Theros
  • MTF = Mordekainen's Tome of Foes
  • TCE = Tasha's Cauldron to Everything
  • VGM = Volo's Guide to Monsters
  • VGR = Van Richten's Guide to Ravenloft
  • XGE = Xanathar's Guide to Everything

Part I

Bestiary















Dear Lonis,
I tried to find references for your Lamplight Crab in the archives. It seems none of those exist anywhere. Although I did find these other
entries which might be of interest to
you?
--- Ilaro

































Azor I

Known as the Arbiter of Law and the first Supreme Judge, Azor is the parun of the Azorius Senate. He came from another world to restore the chaos on the plane of Ravnica. As an immensely powerful lawmage, hieromancer, and sphinx, he deems himself to be the perfect judge. His word is law and everyone should be grateful for his attention.

The Guildpact. Azor wrote and casted one of the most powerful and complex spells in the multiverse: the Guildpact. He managed to convince the other guild paruns to collaborate to create, in his mind, the perfect government system. However, Azor suddenly vanished and the guilds were left with their own interpretations of the pact. The guilds made their own plans and began scheming to get as much power as possible. Although the pact held together, which resulted in relative peace, none of them could get rid of the intricate and unbreakable bindings. This meant they became stuck in their tasks as stipulated by the pact which became more and more extreme with no way to escape. Only a delicate balance remained where one small thread might snap it all.

Azor's Traits

Ideal: "The law is sacred."
Bond: "Every world and creature should be able to live in a perfectly attuned society."
Flaw: "My systems are perfect. If they break, the fault lies with those that are not worthy of such a gift."



































Absolution of the Guildpact. In the original pact, there was one loophole. House Dimir was a guild hidden in secrecy, where no other guild might reveal their existence to the populace. They were meant to keep the other guilds in check and test strength of the Guildpact. The Boros, on the other hand, were tasked to protect the Guilpact (and Ravnica) against any perceived danger. When Szadek feigned to be a danger for the pact, the Boros Wojek Agrus Kos was bound to publicly arrest him and out the Dimir. This broke the pact and the world of Ravnica fell into chaos again.

The Implicit Maze. Still, even when the pact broke, not all was lost for the guilds. Azor created a contingency plan: the Implicit Maze. If the guilds could work together, the Guildpact could be restored. With careful planning and intrigue, Jace Beleren, a mindmage and planewalker, managed to keep all guildmasters away from this power and solved the maze. Some balance was restored, but it means this person needs to stay on Ravnican soil.

The Immortal Sun. Azor is associated with creating the Immortal Sun, a very powerful artifact that is rumored to have the power of an empire, command over nature, and eternal life. It is even said it can pull other creatures from across the multiverse through the blind eternities. Its less known purpose is to deny planeswalkers from traveling away, essentially trapping them on a plane. However, it is said that Azor never use it and the knowledge of its whereabouts might be hidden away by the Azorius.



Azor I

Gargantuan monstrosity (sphinx), lawful neutral


  • Armor Class 20 (natural armor)
  • Hit Points 330 (20d20 + 120)
  • Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 22 (+6) 26 (+8) 30 (+10) 28 (+9)

  • Saving Throws Dex +10, Con +14, Int +16, Wis +18, Cha +17
  • Skills Arcana +16, History +16, Insight +26, Perception +18, Persuasion +17
  • Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, frightened
  • Senses truesight 120 ft., passive Perception 28
  • Languages all, telepathy 120 ft.
  • Challenge 28 (120,000 XP) Proficiency Bonus +8


Implicit Maze. Azor can innately cast maze three times a day, requiring no material components. He can maintain concentration on maze and another different spell at the same time. In addition, he has advantage on saving throws to maintain concentration on maze.

Inscrutable. Azor is immune to any effect that would sense his emotions or read his thoughts, as well as any divination spell that he refuses. Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage.

Legendary Resistance (5/Day). If Azor fails a saving throw, he can choose to succeed instead.

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

Spellcasting. Azor is a 20th-level Azorius spellcaster. His spellcasting ability is Wisdom (spell save DC 26, +18 to hit with spell attacks). He has the following spells prepared:

Cantrips (at will): friends, light, message, minor illusion, thunderclap

1st level (4 slots): command, detect magic, ensnaring strike, identify, illusory script

2nd level (3 slots): calm emotions, hold person, silence, skywrite, suggestion

3rd level (3 slots): counterspell, dispel magic, tongues

4th level (3 slots): banishment, compulsion, Otiluke's resilient sphere

5th level (3 slots): dominate person, modify memory, scrying

6th level (2 slot): mental prison, mass suggestion, forbiddance

7th level (2 slot): forcecage, symbol

8th level (1 slot): antipathy/sympathy, feeblemind

9th level (1 slot): gate, imprisonment

Actions

Multiattack. Azor makes two claw attacks. He can cast a spell with a casting time of 1 action in place of one claw attack.

Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) slashing damage. If the target is a creature, it must succeed on a DC 25 Wisdom saving throw or take 21 (6d6) psychic damage after each attack it makes against Azor before the start of his next turn.

Supreme Legal Authority. Azor chooses up to six creatures he can see within 90 feet of him. Each target must succeed on a DC 25 Intelligence saving throw or Azor 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 25 Intelligence saving throw. A target that succeeds on the saving throw becomes immune to Azor's Supreme Legal Authority for 24 hours.

Legendary Actions

Azor 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. Azor regains spent legendary actions at the start of its turn.

Claw Attack. Azor makes one claw attack.

Cast a Spell (Costs 2 Actions). Azor casts a spell of 5th level or lower from his list of prepared spells, using a spell slot as normal.

The Law Is Meant to Be Followed (Costs 2 Actions). Azor magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 25 Intelligence saving throw or take 18 (4d8) psychic damage and be stunned for one turn.

Supreme Legal Authority (Costs 3 Actions). Azor uses Supreme Legal Authority.

Beasts

Even though civilization is dominating the Ravnican landscape, beasts are still thriving all over the plane. From the large Indrik and Ceratok packbeasts in the streets, to the small rats in the Undercity, to the primal hunters in the Rubblebelt. When people look around, they are everywhere.

Mossdog

Mossdogs are large dogs-like animals with vines and fungi growing on their backs. Hunters of the sewers and night, they are trained by the Golgari as guardians and loyal pets.

Spy Bug

Dimir spies are not always able to listen to every conversation or get into every building. To circumvent this inconvenience, they use the tiny spy bugs. These are magically enhanced insects that can record everything they see and hear, which can then later be retrieved by their owner. They are also equipped with a poisonous needle to remove any problematic adversaries. Essential for any well executed spy job.


Mossdog

Large beast, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 53 (6d10 + 18)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 2 (-3) 10 (+0) 7 (-2)

  • Skills Perception +2, Stealth +4
  • Senses darkvision 120 ft., passive Perception 12
  • Languages
  • Challenge 2 (450 XP) Proficiency Bonus +2


Plant Camouflage. The mossdog has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Keen Hearing and Smell. The mossdog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack. The mossdog makes two attacks: one with its bite and one with its vines.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Vines. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 3 (1d6) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 12) and restrained until the grapple ends.


Spy Bug

Tiny beast, neutral evil


  • Armor Class 13 (natural armor)
  • Hit Points 3 (2d4 - 2)
  • Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
1 (-5) 16 (+3) 8 (-1) 3 (-4) 13 (+1) 2 (-4)

  • Skills Preception +3, Stealth +7
  • Senses darkvision 30 ft., passive Perception 13
  • Languages
  • Challenge 1/8 (25 XP) Proficiency Bonus +2


Recording. The bug records everything it sees and hears, which it will store for 24 hours. A friendly creature with a Spies' Murmur can connect with the bug to see and hear through the bug as if they were there. Alternatively, a friendly creature can use its encode thoughts cantrip to retrieve a thought strand of the recording and erase it directly from the bug.

Spider Climb. The bug can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Inject Poison (2/Day). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 13 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.



Swarm of Hell Rats

Medium swarm of tiny beasts, chaotic evil


  • Armor Class 10
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 3 (-4)

  • Damage Resistances bludgeoning, piercing, slashing
  • Damage Immunities fire
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 9
  • Languages
  • Challenge 2 (450 XP) Proficiency Bonus +2


Heated Body. A creature that touches the swarm or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Illumination. The swarm sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage plus 7 (2d6) fire damage, or 3 (1d6) piercing damage plus 3 (1d6) fire damage if the swarm has half of its hit points or fewer.



Swarm of Hell Rats

Hell Rats are attracted to the carnival leftovers of the Rakdos. The rats can be found anywhere where they can cleanup some body parts of a slaughterhouse party or from an exploding performance.

Ilharg, the Raze-Boar

According to the Old Ways of the Gruul, the awakening of Ilharg is the first revelation of the End-Raze, the apocalypse that will end all civilization and return Ravnica to its primal state. Ilharg's hoofs will trample down every brick of the city and its flaming roar will burn down the citadels out of the skies. All the the while warbands will crush any leftover resistance.

It is believed that Ilharg is only the beginning of the End-Raze and other animal gods will follow, such as Kashath the Stalker. However, the Zhur-Taa Clan is very secretive about their religious revelations and prepare themselves for unknown events that still need to unfold.

Immortal Nature. Because of a divine power within Ilharg, he doesn't require food, drink, or sleep.

Ilharg's Traits

Ideal: "Raze down all civilization so nature can return."
Bond: "The primal wilds were the ideal environment for life to function."
Flaw: "I will only act when the End-Raze has begun."



Ilharg

Huge beast (boar), chaotic neutral


  • Armor Class 20 (natural armor)
  • Hit Points 351 (26d12 + 182)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
28 (+9) 12 (+1) 25 (+7) 11 (+0) 16 (+3) 23 (+6)

  • Saving Throws Str +16, Dex +8, Con +14, Cha +13
  • Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Druidic
  • Challenge 23 (50,000 XP, or 100,000 XP as mythic encounter) Proficiency Bonus +7


End-Raze (Mythic Trait; Recharges after a Short or Long Rest). If Ilharg is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he regains 300 hit points. In addition, Ilharg summons three creatures from the Gruul Monster list (see chapter 3 of this book), with a maximum total of 8,400 XP, to announce the End-Raze. These creatures magically form in unoccupied spaces within 300 feet of Ilharg and obey his commands until they are destroyed or until he dismisses them as an action.

Legendary Resistance (3/Day). If Ilharg fails a saving throw, he can choose to succeed instead.

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

Magic Weapons. Ilharg's weapon attacks are magical.

Relentless Raze (Only active during the End-Raze). If damage reduces Ilharg to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit or if there are no allies within 120 feet. On a success, he drops to 1 hit point instead.

Siege Monster. Ilharg deals double damage to objects and structures.

Trampling Charge. If Ilharg moves at least 20 feet straight toward a creature on its turn and then hits it with a tusk attack, that target must succeed on a DC 24 Strength saving throw or be stunned until the end of its next turn. If the target is stunned, Ilharg can make one stomp attack against it as a bonus action.




Actions

Multiattack. Ilharg makes three tusk attacks.

Tusk. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 16 (3d4 + 9) slashing damage.

Stomp. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 27 (3d10 + 9) bludgeoning damage.

Fire Breath (Recharge 5–6). Ilharg exhales fire in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Ilharg 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. Ilharg regains spent legendary actions at the start of its turn.

Move. Ilharg moves up to half its speed without provoking attacks of opportunity.

Tusk. Ilharg makes one tusk attack.

Raze the City (Costs 3 Actions). Each allied creature within 120 feet of Ilharg may use its reaction to move up to half its speed toward a creature or structure that it can see, provided it isn't already within 5 feet of that target. It then may make one melee attack against that target if it is able to do so.

Mythic Actions

If Ilharg's Relentless Rage trait is active, he can use the options below as legendary actions.

Stomp. Ilharg makes one stomp attack.

Crushing Roar (Costs 2 Actions). Ilharg emits a thunderous sound wave in a 30-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 21 (6d6) thunder damage on a failed save and be knocked prone. Buildings and other structures start to crumble down and take full damage.

Divine Core (Costs 3 Actions). Ilharg can choose one object within 120 feet that is not naturally grown or formed. The object will momentarily heat up and glow red-hot. Any creature in physical contact with the object takes 13 (3d8) fire damage. If a creature is standing on, holding or wearing the object and takes damage from it, the creature must succeed on a DC 22 Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of Ilharg's next turn.

Constructs

Ravnica is a plane with highly advanced technology. Electricity and plumbing is widely used by most of the guilds and many of them even use mechanically driven constructs, going as far to rely on them for their daily needs. In this section, some constructs are listed than can be found patrolling the streets all day and night.

Constructed Nature. A construct doesn't require air, food, drink, or sleep.

Boros Skyship

To support the sky theater of the skyjecs and giant floating citadels, the Boros use skyships to quickly deploy soldiers anywhere on the battlefield. They can also be used to scout unknown territories and catch unsuspecting perpetrators in the night.

Mizzium Tank

Mizzium can be used for anything, so why not for a self-thinking tank? The adaptable metal has a very sturdy protection against sudden impacts and can quickly be molten into hot explosions.

Pavement Sweeper

It is unclear who makes these cleaning constructs that can be found all across the city. It is certain that the streets would be a lot more filthy without them. The sweepers roam endlessly, scrubbing away the refuse and anything else too slow or too clumsy to get out of their way.

Spy Thopter

The more tensions develop between the guilds, the more the Azorius ramps up their surveillance. The Lyev column already has the power to arrest suspects in the act, but now they don't even need to be present in person.



Boros Skyship

Large construct, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 136 (16d10 + 48)
  • Speed 0 ft., fly 40 ft. (hover) for the dropship type; 60 ft. (hover) for the patrolship type

STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 17 (+3) 1 (-5) 1 (-5) 1 (-5)

  • Saving Throws Str +9, Dex +6
  • Damage Resistances radiant
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses Senses of its pilot
  • Languages
  • Challenge 6 (2,300 XP) Proficiency Bonus +3


Anti-gravity Thrusters. The skyship can serve as a transport for several Medium or smaller creatures (six for the dropship; four for the patrolship) and can fly only while manned with at least one pilot. The skyship is incapacitated without a pilot or while in the area of an antimagic field and will crash down while in the air. Creatures on the ground at the area of impact must make a DC 15 Dexterity saving throw or take 11 (2d10) bludgeoning damage.
A creature can use its bonus action to speak the skyship's command word to control and pilot it. Without a command word the creature must make a DC 18 Intelligence check or the skyship will act as if inside the area of an antimagic field.

Dropping the Vanguard. As a bonus action, the skyship can safely drop a willing creature it carries onto the ground straight below it.

Immutable Form. The skyship is immune to any spell or effect that would alter its form.

Skyship Type. The skyship is one of the following types: dropship or patrolship. The skyship's type determines its action options, presented below. It can take these actions only if it has a crew of two or more.

Dropship Actions

Multiattack. The skyship can use its Thundersong and makes a bolt attack.

Bolt. Ranged Weapon Attack: +7, range 120/480 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Thundersong (Recharge 5-6). Enemy creatures within a 15 feet radius below the skyship must make a DC 17 Constitution saving throw or take 7 (2d6) thunder damage and be knocked prone. Then allied creatures of the skyship in the same area gain 7 (2d6) temporary hit points.

Patrolship Actions

Multiattack. The skyship makes two arrows of justice attacks and one cleansing ray attack.

Arrows of Justice. Ranged Weapon Attack: +7, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) radiant damage.

Cleansing Ray. Ranged Spell Attack: +7, range 120 ft., one target. Hit: 14 (4d6) radiant damage. The target becomes visible if it's invisible, sheds dim light in a 5-foot radius and can't become invisible for 1 minute.


Mizzium Tank

Large construct, unaligned


  • Armor Class 18 (mizzium plate armor)
  • Hit Points 228 (21d10 + 96)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 19 (+4) 1 (-5) 5 (-3) 1 (-5)

  • Saving Throws Str +11, Con +8
  • Skills Athletics +11, Perception +1
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 90 ft. (blind beyond this radius), passive Perception 11
  • Languages
  • Challenge 11 (7,200 XP) Proficiency Bonus +4


Mizzium Alloy. Any critical hit against the tank becomes a normal hit. When the tank is subjected to a magical 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.

Trampling Charge. If the tank moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the tank can make one slam attack against it as a bonus action.

Actions

Multiattack. The tank makes one slam attack. It can choose to use either molten spray or mizzium bombard before or after the attack.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage.

Molten Spray. The tank lets loose a 30-foot line of molten mizzium. Each creature in the area must make a DC 17 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one.

Mizzium Bombard (Recharge 5-6). The tank launches a hail of molten projectiles in a 20-foot-radius, 40-foot-high cylinder centered on a point it can see within 60 feet of it. Each creature in the area must make a DC 16 Dexterity saving throw. A creature takes 27 (5d10) fire damage on a failed save, or half as much damage on a successful one.


Pavement Sweeper

Medium construct, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 15 (+2) 5 (-3) 12 (+1) 1 (-5)

  • Skills Perception +3, Sleight of Hand +1
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 13
  • Languages
  • Challenge 3 (700 XP) Proficiency Bonus +2


Trash or Treasure. The sweeper indiscriminately picks up anything it finds on the streets. When the cleaner is destroyed, roll a d10 on the garbage bin table for an item that can be found between the garbage.

Actions

Multiattack. The sweeper can use its Sweep and makes two garbage picker attacks.

Garbage Picker. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) piercing damage. The cleaner can also grapple the target (escape DC 12) if it is a creature.

Sweep. The sweeper moves up to half its speed straight towards a creature it can see. The target must succeed on a DC 12 Dexterity save or take 5 (1d10) bludgeoning damage and be knocked prone. The target automatically fails its save when grappled.

Garbage Bin Table
d8 Trash or Treasure
1 1cp
2 One leather boot
3 Entire menu of Pivlichino's restaurant with the inscription: "Please ask about our daily specials."
4 Four tickets for a flight from Augustin Station
5 Folded map of the area
6 Worn book with an expired stamp from the Ismeri Library and a thought strand hidden inside
7 Small amount of Mizzium to imbue onto one armor piece to produce Mizzium Armor
8 Roll on Magic Item Table G (DMG p.144)


Spy Thopter

Tiny construct, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 24 (7d4 + 7)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 3 (-4) 14 (+2) 1 (-5)

  • Skills Perception +4, Stealth +5
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 1/2 (100 XP) Proficiency Bonus +2


Prying Eyes. The thopter can be used by another creature as its eyes and ears, forming a telepathic bond with its master. While the two are bonded, the master can sense what the thopter senses and speak through the thopter as long as they are within 1 mile of each other.














Actions

Multiattack. The thopter makes two attacks with its spike.

Barbed Spike. Attack Style: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Cease Movement (Recharge 6). The thopter targets one humanoid it can see within 10 feet of it. The target must succeed a DC 12 Wisdom saving throw against this magic or be restrained 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.







Deathless Collector

             The Obzedat need a way to ensure the collection of all              the outstanding debts of their debtors. Usually this              goes without any problems, most citizens are too         afraid to not pay. When it gets a bit more challenging,       there are enforcers or giants that can be sent to the      offenders. However, there are still some that manage to      flee or hide from their obligations. This is when the    Deathless Collectors come into play. As even just their presence will cause a whole neighbourhood to suffer from any small infractions against the Orzhov, they are seldomly seen outside the Orzhov crypts. It is said they can find a debtor by just tasting a sample of their blood.





Deathless Collector

Medium undead, lawful evil


  • Armor Class 16 (natural armor)
  • Hit Points 102 (12d8 + 48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 18 (+4) 12 (+1) 17 (+3) 22 (+6)

  • Saving Throws Str +7, Wis +7, Cha +10
  • Skills Insight +7, Intimidation +10, Perception +7
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 18
  • Languages the languages it knew in life
  • Challenge 9 (5,000 XP) Proficiency Bonus +4


Blood Frenzy. The deathless collector has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Debt Tracker. If the deathless collector is given a blood sample of a debtor, the deathless collector knows the distance to and direction of that creature, even if the creature and the deathless collector are on different planes of existence.

Ethereal Sight. The deathless collector can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Smothering Tithe. Any creature that starts its turn within 30 feet of the deathless collector must make a DC 18 Wisdom saving throw. On a failed save, the creature's speed is halved until the start of its next turn.

Actions

Multiattack. The deathless collector makes two melee attacks with its scythe.

Scythe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) slashing damage plus 13 (3d8) necrotic damage.

Debt to the Deathless (Recharge 5-6). Each creature within 30 feet affected by smothering tithe are incapacitated for one turn. The creatures take 27 (6d8) necrotic damage, and the deathless collector regains hit points equal to half the total amount of damage. A creature must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. A creature dies if its hit point maximum is reduced to 0. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest.

Izzet Djinn

Djinni are very powerful elemental forces. They
are one of the few denizens on Ravnica that are
able to go toe to toe with dragons. They were
deemed so dangerous that their power was
restricted by the Guildpact itself. The few Djinni
still alive are mostly used by the Izzet as forced
laborers in the polar districts where they are restricted
by the cold. Now and then, a Djinn will show up in
another district, where they are often mistaken for a
natural disaster instead of a living entity.


















Izzet Djinn

Large elemental, chaotic neutral


  • Armor Class 15 (natural armor)
  • Hit Points 105 (14d10 + 28)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 18 (+4) 12 (+1) 10 (+0)

  • Saving Throws Dex +6, Wis +6, Cha +5
  • Skills Arcana +9, History +9, Perception +6
  • Damage Vulnerabilities cold
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, lightning
  • Senses truesight 120 ft., passive Perception 16
  • Languages Draconic, Primordial
  • Challenge 15 (13,000 XP) Proficiency Bonus +5


Elemental Body. A creature that touches the djinni or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage plus 5 (1d10) lightning damage.

Limited Magic Immunity. The djinni can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Spells that deal cold damage are unaffected by this effect.

Replicate (Recharge 6). When the djinni casts a spell from its spellcasting list, it can choose to roll an Intelligence (Arcana) check with a DC of 15 + spell level. On an failed save, the djinni takes 9 (2d8) force damage. On a success, the djinni can cast the spell twice without expending an additional spell slot. The effects of the same continuous spell cast multiple times don't combine, only the highest bonus applies while their durations overlap.


Spellcasting. The djinni is a 16th-level Izzet spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): fire bolt, shape water, shocking grasp

1st level (4 slots): absorb elements, chaos bolt, detect magic

2nd level (3 slots): continual flame, heat metal, scorching ray

3rd level (3 slots): fireball, lightning bolt, tidal wave

4th level (3 slots): fabricate, Otiluke's resilient sphere

5th level (2 slots): dominate person, immolation

6th level (1 slot): chain lightning

7th level (1 slot): prismatic spray

8th level (1 slot): control weather

Actions

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage.

Legendary Actions

The djinni 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 djinni regains spent legendary actions at the start of its turn.

Cantrip. The djinni casts one of its cantrips.

Recharge (Costs 2 Actions). The djinni recharges its Replicate.

Thunder Step (Costs 3 Actions). The djinni teleports itself to an unoccupied space it can see within 90 feet. Immediately after it disappears, a thunderous boom sounds, and each creature within 10 feet of the space it left must make a DC 17 Constitution saving throw, taking 16 (3d10) thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

Living Structures

Living Structures are large animated vines and branches with parts of buildings inside of them. They are often utilized for blunt work when the normal workforce and army are at their limit. They are animated by druids and shamans of the Selesnya Conclave and Gruul Clans. While using similar rituals, the results are vastly different. Selesnya elementals are usually in harmony with the temples and terraces built on them, while Gruul elementals are more chaotic and incorporate rubble and other parts they can find from within the Rubblebelt.

Conjured by Magic. A ritual of 24 hours with a summoning circle of at least five druids containing one or more Conclave Dryads, Druids of the Old Ways, or Woodshapers are necessary to summon a living structure.

Elemental Nature. A living structure doesn't require air, food, drink, or sleep.

Rubble Elementals

Rubble elementals are animated by Gruul druids and shamans for retribution against other guilds. They can move through earth without giving away its presence to suddenly appear and turn over all the pavements of a road. They are great for assaults in crowded and narrow spaces.

Temple Elementals

Creatures such as Wayfaring Temples, Grove Guardians, and Risen Sanctuaries all fall under the category of temple elementals. Most of them are grown and constructed around a Selesnya vernandi where they can be animated for protection. Others are the main temple of a vernandi itself where a dryad resides for spiritual guidance. No matter their location, any Guild should think twice before approaching Selesnya sanctuaries, lest they be crushed under the elemental's mighty branches.



Rubble Elemental

Large elemental, chaotic neutral


  • Armor Class 18 (natural armor)
  • Hit Points 187 (15d10 + 105)
  • Speed 40 ft., burrow 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 24 (+7) 7 (-2) 10 (+0) 5 (-3)

  • Saving Throws Str +11, Con +11
  • Skills Stealth +8
  • Damage Vulnerabilities thunder
  • Damage Resistances piercing, slashing
  • Condition Immunities exhaustion, paralyzed, petrified, unconscious
  • Senses tremorsense 60 ft., passive Perception 10
  • Languages understands Druidic but can't speak
  • Challenge 10 (5,900 XP) Proficiency Bonus +4


Earth Glide. The rubble elemental can burrow through nonmagical, unworked earth and stone. While doing so, the rubble elemental doesn't disturb the material it moves through.

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

Siege Monster. The rubble elemental deals double damage to objects and structures.

Actions

Multiattack. The rubble elemental makes two slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.

Street Wave (Recharge 5-6). The rubble elemental creates a trembling wave through the streets originating from itself in a 40-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw. On a failure, a target takes 34 (6d8 + 7) bludgeoning damage and is flung up 20 feet away from the rubble elemental and knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
The affected area becomes difficult terrain.

Customizing a Living Structure

All living structures are made for a specific purpose,
even elementals as large as Vitu-Ghazi. Roll for a
feature appropriate to their function, or consider
choosing one for your story. Perhaps some Selesnyan
druids want to cleanse impurities within their district
and they have need for an elemental to tear down
buildings, or maybe Gruul shamans try to protect their
hunting grounds with stealthy elementals burrowed
arround in the soil.

Features
d4 Feature
1 Masonry Layer There are large stones and structures incorporated into the elemental for a sturdier defense, increasing its armor class by 2.
2 District Destroyer The elemental is specifically made to destroy every building in its path, leaving unstable rubble behind. When a creature moves into or within difficult terrain created by the elemental, it takes 7 (2d6) piercing damage for every 5 feet it travels.
3 Sacred Protector The elemental protects a sacred grove or vernandi and is connected to the location. While within 300 ft. of the grove, the elemental regains 10 hit points at the start of its turn, unless it starts its turn with 0 hit points.
4 False Appearance. While the elemental remains motionless, it is indistinguishable from a temple garden or overgrown building.














Temple Elemental

Huge elemental, neutral good


  • Armor Class 18 (natural armor)
  • Hit Points 200 (16d12 + 96)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
26 (+8) 8 (-1) 23 (+6) 7 (-2) 12 (+1) 7 (-2)

  • Saving Throws Str +12, Con +10, Wis +5
  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing
  • Condition Immunities exhaustion, paralyzed, petrified, unconscious
  • Senses passive Perception 11
  • Languages understands Druidic and Sylvan but can't speak
  • Challenge 11 (7,200 XP) Proficiency Bonus +4


Circling Birds (3/day). Ever-alert birds are circling around the temple elemental. As a bonus action, the temple elemental makes a Wisdom (Perception) check with advantage.

Great Strides. The temple elemental's movement is unaffected by difficult terrain.

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

Siege Monster. The temple elemental deals double damage to objects and structures.

Actions

Multiattack. The temple elemental makes two attacks, only one of which can be ensnaring vines.

Stomp. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage. The stomp leaves big holes within the ground or structure. The affected 5 by 5 feet area becomes difficult terrain.

Ensnaring Vines. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) piercing damage. Upon hit, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a DC 20 Strength saving throw or be restrained by the magical vines. If the target succeeds on the save, the vines shrivel away. While restrained, the target takes 7 (2d6) piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a DC 20 Strength check. On a success, the target is freed.






Vitu-Ghazi

                            Vitu-Ghazi, the Unity Tree, is a mammoth                            tree that acts as the guildhall of the Selesnya                           Conclave. Many terraces and temples are built                     within its endless branches. Selesnya members            visit the tree to behold the power of Mat'Selesnya,       while vodas and spiritual leaders congregate here to listen     to her voice (see also GGR p. 109).

Where Trostani is the spiritual aspect of Mat'Selesnya, Vitu-Ghazi is the body. Only in desperate times when a circle of druids and dryads come together, or a very powerful individual with a connection to the Worldsoul, can Vitu-Ghazi be awakened to protect the ideals of the Conclave.



Awakened Vitu-Ghazi

Gargantuan elemental (living structure), neutral good


  • Armor Class 20 (natural armor)
  • Hit Points 333 (18d20 + 144)
  • Speed 60ft.

STR DEX CON INT WIS CHA
29 (+9) 7 (-2) 27 (+8) 12 (+1) 16 (+3) 15 (+2)

  • Saving Throws Str +16, Con +15, Wis +10, Cha +9
  • Damage Resistances bludgeoning, piercing
  • Condition Immunities charmed, exhaustion, paralyzed, petrified, restrained, unconscious
  • Senses passive Perception 13
  • Languages understands Druidic, Elvish, and Sylvan but can't speak
  • Challenge 23 (50,000 XP) Proficiency Bonus +7


Great Strides. Vitu-Ghazi's movement is unaffected by difficult terrain.

Legendary Resistance (3/day). If Vitu-Ghazi fails a saving throw, it can choose to succeed instead.

Magic Resistance. Vitu-Ghazi has advantage on saving throws against spells and other magical effects.

Regrowing Branches (Recharges after a Short or Long Rest). As a bonus action, Vitu-Ghazi regrows its branches. Vitu-Ghazi magically regains 38 (11d6 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Siege Monster. Vitu-Ghazi deals double damage to objects and structures.

Actions

Multiattack. Vitu-Ghazi makes three different branch attacks.

Stomping Branch. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. The stomp leaves big holes within the ground or structure. The affected 5 by 5 feet area becomes difficult terrain.

Poison Branch. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 16 (2d6 + 9) piercing damage plus 9 (2d8) poison damage, and the target must succeed on a DC 18 Constitution saving throw or become poisoned for 1 minute. The target is paralyzed while poisoned in this way. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Thrown Branch. Ranged Weapon Attack: +16 to hit, range 60/240 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

Swiping Stumps (Recharge 5-6). Vitu-Ghazi swipes a 60-foot cone area in front of it. Each creature in that area must make a DC 24 Dexterity saving throw. A creature takes 72 (14d8 + 9) bludgeoning damage on a failed save, or half as much damage on a successful one. The branches uproot all the earth and stone in its path and the affected area becomes difficult terrain.

Legendary Actions

Vitu-Ghazi can 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. The monster regains spent legendary actions at the start of its turn.

Stomping Branch Attack. Vitu-Ghazi makes a stomping branch attack.

Thorn Growth (Costs 2 Actions). All area with difficult terrain within 240 feet of Vitu-Ghazi sprouts temporary spikes and thorns. Creatures within the area must succeed on a DC 18 Dexterity save or take 15 (6d4) piercing damage.

Colossal Step (Costs 3 Actions). Vitu-Ghazi steps out of the earth and takes a colossal step over the battlefield. Vitu-Ghazi moves up to half its speed and can move through the space of any creature smaller than Huge without provoking attacks of opportunity. Rubble and pieces of the temple are falling down. Creatures in its path must make a DC 24 Dexterity saving throw. A creature takes 27 (4d8 + 9) bludgeoning damage on a failed save, or half as much damage on a successful one. The affected area becomes difficult terrain.

Massacre Girl

Massacre Girls is a lunatic Rakdos spiker gang leader and mercenary. She carries out any contract for money without asking questions and executes them without regards of the lives lost to reach that goal. She revels in terror and murder wherever she goes. This has made her one of the most fearsome assassins on Ravnica.

She is the number one on the Azorius most wanted list, but no arrester dares to take her in as she eludes being captured by threatening the lives of officials who attempt to investigate or detain her. She once killed an Azorius arrestor for coin and a second just for fun. Once, the father of one of her victims tried to kill her in vengeance. When he failed, she slaughtered the male line of the family and blinded the women.

Massacre Girl's Traits

Ideal: "Terror. It's just too much fun to hear them squirm and scream."
Bond: "As mercenary, I can do anything I like. However, Lord Rakdos gives me the protection to accomplish it."
Flaw: "Disregard safety, just do what's fun!"





















Massacre Girl

Medium humanoid (human), chaotic evil


  • Armor Class 18 (studded leather armor)
  • Hit Points 117 (18d8 + 36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 22 (+6) 15 (+2) 12 (+1) 14 (+2) 16 (+3)

  • Saving Throws Dex +11, Int +6, Cha +8
  • Skills Acrobatics +11, Deception +8, Intimidation +13, Perception +7, Stealth +11
  • Senses passive Perception 17
  • Languages Common
  • Challenge 13 (10,000 XP) Proficiency Bonus +5


Special Equipment. Massacre Girl wields daggers of warning. While wielding the dagger she has advantage on initiative rolls and she and any of her companions within 30 feet of her can't be surprised, except when incapacitated. The weapon magically awakens her and her companions within range if any of them are sleeping naturally when combat begins.

Assassinate. During her first turn, Massacre Girl has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Massacre Girl scores against a surprised creature is a critical hit.

Cunning Action. On each of her turns, Massacre Girl can use a bonus action to take the Dash, Disengage, or Hide action.

Gleeful Massacre. Immediately after Massacre Girl deals her Sneak Attack damage to a creature on her turn, each creature within 15 feet of the first target must make a DC 19 Dexterity saving throw, taking 6 (1d12) necrotic damage on a failed save.

Legendary Resistance (1/Day). If Massacre Girl fails a saving throw, she can choose to succeed instead.

Sneak Attack (1/Turn). Massacre Girl deals an extra 20 (6d6) 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 Massacre Girl that isn't incapacitated and Massacre Girl doesn't have disadvantage on the attack roll.

Actions

Multiattack. Massacre Girl makes three attacks with her dagger of warning.

Dagger of Warning. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit 9 (1d4 + 7) piercing damage.

Reactions

Uncanny Dodge. Massacre Girl halves the damage that it takes from an attack that hits her. She must be able to see the attacker.

Legendary Actions

Dagger of Warning. Massacre Girl makes one dagger of warning attack.

Chain Reaction (Costs 3 Actions). Massacre Girl drags a chain across the floor. Each creature on the ground within 10 feet of her must succeed on a DC 19 Dexterity saving throw or take 10 (1d8 + 6) piercing damage and be knocked prone. If a creature is already prone, they automatically fail the saving throw.
If a creature failed the saving throw, Massacre Girl can twirl around and instantly repeat Chain Reaction once with an increased range of 5 feet per creature that failed the saving throw.

Melek

Melek was created by Maree, the goblin chamberlain of
Niv-Mizzet. One of the most impressive weirds ever
created from many known and unknown elements
mashed together. He was intended to run as Maze-
Runner for the Izzet, its wizard magic and elemental
power being ideal for the adaptive challenges he
would face.

Melek's Traits

Ideal: "Change. Everything is fundamentally chaotic, but
still follows simple rules."
Bond: "Finding the answers to every solution is the ultimate goal of existence."
Flaw: "Energy is is to be used, not stored."














Melek

Medium elemental (weird), chaotic neutral


  • Armor Class 16, 18 (natural armor) in ice form
  • Hit Points 161 (19d8 + 76)
  • Speed 30 ft. (60 ft. in lightning form)

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 19 (+4) 18 (+4) 14 (+2) 13 (+1)

  • Saving Throws Int +9, Wis +7, Cha +6
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Draconic
  • Challenge 16 (15,000 XP) Proficiency Bonus +5


Elemental Form. Melek can use a bonus action to transforms itself into one of three elemental forms (Fire, Ice, or Lightning). Its other statistics, except for its AC and speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed.

Fire Aura (Fire Form Only). Melek is immune to fire damage. At the start of each of Melek's turns, each creature within 5 feet of him takes 18 (4d8) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature also takes 18 (4d8) fire damage if it touches Melek or hits him with a melee attack while within 5 feet of him.

Freezing Air (Ice Form Only). Melek is immune to cold damage. When transforming to this form, each creature standing in a 15-foot radius centered on Melek must succeed on a DC 18 Dexterity saving throw or take 9 (2d8) cold damage and fall prone. A creature that enters the area or ends its turn there must also succeed on the throw. In addition, the area is difficult terrain for other creatures as long as Melek is in its ice form.

Legendary Resistance (3/Day). If Melek fails a saving throw, he can choose to succeed instead.

Voltaic Arc (Lightning Form Only). Melek is immune to lightning damage. Melek can move through a space as narrow as 1 inch wide without squeezing. It can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature must make a DC 18 Dexterity saving throw or take 13 (3d8) lightning damage. In addition, Melek doesn't provoke an opportunity attack when it moves out of an enemy's reach.

Actions

Multiattack. Melek makes three attacks: two with its slam and one with its elemental cone.

Slam. Melee Weapon Attack: +10 to hit, 5 ft., one target. Hit 12 (2d6 + 5) bludgeoning damage.

Elemental Cone. A blast of magical energy erupts from Melek. Each creature in a 60-foot cone must make a DC 18 Constitution saving throw. A creature takes 27 (6d8) cold (Ice Form), fire (Fire Form), or lightning (Lightning Form) damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Melek 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. Melek regains spent legendary actions at the start of its turn.

Slam. Melek makes one slam attack.

Elemental Form (Costs 2 Actions). Melek transforms itself into another of the three elemental forms.

Elemental Cone (Costs 3 Actions). Melek makes an elemental cone attack.

Oozes

Author's note: Weirdly enough, all mentions of Oozes were absent in the GGR (except for that one possible encounter in Krenko's Way). As Oozes are prominently present on Ravnica, I added some of the lower levelled species from the MM to the list, and some unique ones for everyone to play with.


Oozes from Ravnica are green slime-like creatures with an amorphous form. They consume organic materials to sustain their growth. Their highly adaptive form makes them seem like cunning ambushers, but they actually just follow their primal instincts. These predictable patterns can be easily manipulated by the guilds for other purposes.

Specifically the Golgari Swarm and Simic Combine adopted a strong liking to them. As oozes consume and desolve anything in their path, Golgari druids use them to clean up waste in the sewer systems. They are also used for more nefarious purposes, such as laying traps for unsuspected travellers in the mazes of Korozda, or removing all traces of a corpse from a crime scene.

On the other hand, Simic biomancers use oozes for many of their experiments and try to understand their adaptability. Vannifar, the Speaker of Zonot Three, even incorporated proto-plasmic ooze into her body. Furthermore, cytoplasm and other Simic inventions were originally adapted from ooze slime, and some secret sinister experiments might be lurking in the deep Zonots of the Combine.

Green Jellies and Gobbling Oozes

Green jellies (ochre jelly) and gobbling oozes (gelatinous cube) are not much different than their counterparts on other worlds. They usually slither through the sewers looking for unsuspecting prey they can gobble on. Simic and Golgari are both interested in their adaptive nature. See the MM p.242-243 for the statblocks of these creatures.

Miming Slimes

Miming Slimes are one of the few oozes that can take a solid form as a product of Simic experimentation. Biomancers have theorized that the ooze skin can be morphed into any shape possible within seconds. Other guilds sometimes rent miming slimes from the Simic for the use as tireless guards.

Necroplasms

Necroplasms are one of the most feared oozes on Ravnica. They creep around in the dark corners of the Undercity searching for dead and alive bodies to devour. They are unpredictable ambushers that can wait for hours before striking at the right moment. Their black tendrils necrotize any tissue they touch. Travelers are advised to avoid any known locations where these creatures dwell.


Cevraya, Golgari shaman

Cevraya is an aspirant for the matka title of the Devkarin elves, but was sidestepped by Izoni. Begrudgingly, she is plotting her next move. Usually, Golgari shamans are adept at fungal or insect manipulation. However, Cevraya has a rare ability to mold and dominate oozes with her druidic rituals. She believes she can summon an ooze that can engulf all of Ravnica if given enough refuse and mana, and possibly remove all her rivals in the process.


Miming Slime

Medium ooze, chaotic neutral


  • Armor Class 10
  • Hit Points 49 (9d8 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 5 (-3) 8 (-1) 15 (+2)

  • Skills Deception +4, Performance +4
  • Damage Resistances slashing
  • Damage Immunities acid, lightning
  • Condition Immunities charmed, exhaustion, frightened
  • Senses passive Perception 9
  • Languages
  • Challenge 3 (700 XP) Proficiency Bonus +2


Amorphous. The slime can move through a space as narrow as 1 inch wide without squeezing.

Mimicry. The slime can mimic sounds it has heard, including voices. A creature that hears the sounds it makes can tell they are imitations with a successful DC 13 Wisdom (Insight) check.

Miming. As a bonus action, the slime takes the form of a humanoid of medium size or smaller it can see. The slime copies the size, speed, armor (including shields) and weapons the humanoid is carrying, but still clearly looks like a green ooze. If any of the items is magical, the slime uses the closest non-magical item variant instead, as shown on the Armor and Weapon table of the PHB (p. 144 and 149). As the weapons are made of ooze slime, they deal an extra 1d6 acid damage. The slime uses Strength for its melee weapon attacks and Dexterity for its ranged weapon attacks and is proficient with any of the items it is using.

Actions

Multiattack. The slime makes two weapon attacks.

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) acid damage.

Copy Melee Weapon Attack. See Miming, +4 to hit.

Copy Ranged Weapon Attack. See Miming, +4 to hit.



Necroplasm

Large ooze, neutral evil


  • Armor Class 12 (natural armor)
  • Hit Points 142 (15d10 + 60)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
17 (+3) 8 (-1) 18 (+4) 2 (-4) 8 (-1) 1 (-5)

  • Saving Throws Dex +2, Con +7
  • Skills Perception +2, Stealth +5
  • Damage Immunities acid, cold, necrotic, lightning, slashing
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11
  • Languages
  • Challenge 8 (3,900 XP) Proficiency Bonus +3


Amorphous. The necroplasm can move through a space as narrow as 1 inch wide without squeezing.

Consuming Flesh. The necroplasm sustains itself by the consumption of dead material. If the necroplasm has eaten the day before, it starts the day with 1d4 flesh charges and can store up to 10.

Spider Climb. The necroplasm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The necroplasm makes three pseudopod attacks.

Pseudopod. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. The target must make a DC 14 Constitution saving throw or be consumed by necrotic plasm. On a failed save, the necroplasm stores one flesh charge and the target takes 7 (2d6) necrotic damage.

Unleash Lifeforce. The necroplasm consumes all stored flesh charges and unleashes tendrils of necrotic lifeforce all around it.
Each creature within 30 feet of the necroplasm must make a DC 14 Dexterity saving throw. A creature takes 6 (1d12) necrotic damage for each consumed flesh charge on a failed save, or half as much damage on a successful one.

Reactions

Unpredictable Tendrils. When a creature within melee range hits the necroplasm with an attack, the necroplasm can use its reaction to make a pseudopod attack against that creature.

Experiment Kraj

Momir Vig, the deceased Simic guildmaster,
tried to use cytoplasts to create the perfect
lifeform. Cytoplasts are magical ooze tissues
that imprint all genetic material it comes
into contact with. Infusing the cytoplasts to
Simic patients, Momir collected a large
library of genetic information. As the cytoplasts
were derived from oozes, this plasm grew
larger and larger until the immense mutant
ooze named Experiment Kraj was born.

Project Kraj. Kraj is driven to collect genetic
material from all lifeforms on Ravnica and will
not stop until it managed to absorb them all. It
can be considered as an advanced tier 4 Krasis.
As other Krasis creatures are already enhanced with
Simic bioaugmentations, Kraj recognizes them and can easily extract their genetics. Any Krasis affected by Kraj's Genetic Extraction fails its saving throw automatically. Kraj receives the corresponding major adaptation from the Krasis as seen in the table below instead of a rolling for one.

Kraj's Traits

Ideal: "All life is one."
Bond: "No more adaptation is needed when Ravnica is united with me."
Flaw: "Nothing is more perfect than me."
























Bioaugmentation table
d8 Bioaugmented Adaptation Corresponding Major Krasis Adaptation                              
1 Acidic Slime. Any creature that touches Kraj or hits it with a melee atttack while within 10 feet of it takes 13 (2d12) acid damage. Acidic Skin
2 Gelatinous Blocks. Kraj can adapt its skin to withstand any kind of incoming attack, increasing its Armor Class by 4. Armored Hide
3 Magic Resistance. Kraj has glowing patterns on its slime that take the shape of defensive runes, granting it advantage on saving throws against spells and other magical effects. Bioluminescent Markings
4 Sticky Slime. Kraj can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. In addition, Kraj can also move through a space as narrow as 1 foot wide without squeezing. Flight
5 Lobopods. As a bonus action, Kraj can make a pseudopod attack against target creature it can see within 10 feet. On a hit, the target must succeed on a DC 19 Dexterity saving throw or be pulled up to 10 feet towards Kraj and be subjected to Kraj's Engulf. Grabber
6 Hypnotic Slime (Recharge 5-6). As an action, Kraj creates mesmerizing colors and shapes from its pseudopods. Each creature within 60 feet of it that can see it must succeed on a DC 21 Wisdom saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of their turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to Kraj's Hypnotic Slime for 24 hours. Hypnotic Display
7 Venomous Pseudopods. When Kraj hits a creature with its pseudopods, the creature must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature is paralyzed. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Venomous Sting
8 Regeneration. Kraj regains 10 hit points at the start of its turn. If Kraj takes fire damage, this trait doesn't function at the start of Kraj's next turn. Kraj dies only if it starts its turn with 0 hit points and doesn't Regenerate. Regeneration




Experiment Kraj

Large ooze, chaotic neutral


  • Armor Class 16 (magical slime)
  • Hit Points 276 (24d10 + 144)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 17 (+3) 23 (+6) 14 (+2) 15 (+2) 10 (+0)

  • Saving Throws Str +11, Con +12, Wis +8
  • Damage Immunities acid, cold, lightning; bludgeoning, piercing, and slashing from non-magical attacks
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12
  • Languages All languages known by genetic extracted creatures
  • Challenge 20 (25,000 XP as large encounter, 50,000 XP as huge encounter, or 75,000 XP as gargantuan encounter) Proficiency Bonus +6


Legendary Resistance (3/day). If Kraj fails a saving throw, it can choose to succeed instead.

Magic Weapons. Kraj's weapon attacks are magical.

Novijen Experiment. When Kraj acquires three and again at six bioaugmented adaptations (see the Genetic Extraction action), it permanently increases its size by one category - from Large to Huge to Gargantuan - and incorporates parts of nearby Simic research laboratoria.
When Kraj becomes Huge, it regains 24 hit points and creatures engulfed by Kraj get disadvantage on Strength Checks and Strength Saving Throws.
When Kraj becomes Gargantuan, its original head incorporates a whole Simic research center. Kraj regains 96 hit points and increases its Armor Class by 2.
Kraj returns to its Large form after 7 days of its last increase and loses all bioaugmented adaptions.

Ooze Blob. Kraj takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to Kraj's Engulf and has disadvantage on the saving throw.
Creatures inside Kraj can be seen but have total cover.
A creature within 5 feet of Kraj can take an action to pull a creature or object out of Kraj. Doing so requires a successful DC 19 Strength check, and the creature making the attempt takes 13 (2d12) acid damage.
Kraj can hold only one creature of the same size category as its own size or up to four smaller creatures inside it at a time.

Actions

Multiattack. Kraj makes three pseudopod attacks. Kraj can use its Engulf in place of two of these attacks. Kraj then uses Cytoplast Extraction if there are any engulfed creatures inside of it.

Pseudopod. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 6 (1d12) acid damage.

Engulf. Kraj moves up to its speed. While doing so, it can enter the space of creatures with the same or smaller size category. Whenever Kraj enters a creature's space, the creature must make a DC 19 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of Kraj. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, Kraj enters the creature's space, and the creature takes 13 (2d12) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 26 (4d12) acid damage at the start of each of Kraj's turns. When Kraj moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 19 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of Kraj.

Cytoplast Extraction. Creatures engulfed by Kraj must make a DC 21 Consitution saving throw. On a failed save, the creature takes 26 (4d12) acid damage and Kraj receives a bioaugmented adaptation. Roll on the Bioaugmentation table described above. If an already acquired adaptation is rolled, nothing happens for that roll.

Legendary Actions

Kraj can 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. Kraj regains spent legendary actions at the start of its turn.

Move. Kraj moves up to half its speed.

Pseudopod. Kraj makes one attack with its pseudopod.

Encroaching Slime (Costs 2 Actions). Kraj uses the Engulf action. Kraj can only move up to 5 feet this way.

Cytoplast Extraction (Costs 3 Actions). Kraj uses its Cytoplast Extraction.

Orzhova

After the creation of the Guildpact, the Obzedat found themselves in a peculiar position. They were
instructed to keep the Ravnican
population in place with their religious
devotion. While it is debatable if they
ever worshiped a real god, they soon
began to move away from any ancient
rituals and only praised the accumulation
of wealth. However, they were afraid
that any of their followers would
question them, and thus they created
Orzhova, a majestic angel to act as an
idol to keep the soldiers in line. She was
meant to squash any resistance of the
church and inspire awe for those that
kept their promises. Although it was never
necessary to activate her, she is still
silently hidden deep away in an Orzhov mausoleum for when times are dire. Her influence can still be found all around the guild, where her wings can be seen displayed on the soldier's armor or her name reused for the Church of Deals.

Immortal Nature. Orzhova doesn't require food, drink, or sleep.

Orzhova's Traits

Ideal: "I do whatever it takes to keep my followers in line."
Bond: "Everything I do is to increase the power of the church."
Flaw: "I have blind devotion for the Obzedat."



Orzhova

Medium celestial (angel), lawful evil


  • Armor Class 19 (natural armor)
  • Hit Points 237 (25d8 + 125)
  • Speed 50ft., fly 150 ft.

STR DEX CON INT WIS CHA
19 (+4) 20 (+5) 21 (+5) 16 (+3) 18 (+4) 28 (+9)

  • Saving Throws Con +12, Wis +11, Cha +16
  • Skills Deception +16, Intimidation +16, Perception +11, Persuasion +16
  • Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 21
  • Languages all
  • Challenge 21 (33,000 XP) Proficiency Bonus +7


Flyby. Orzhova doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Innate Spellcasting. Orzhova's innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: command (at 3rd-level), darkness, detect evil and good

3/day each: bestow curse, dispel evil and good, vampiric touch (at 6th-level)

1/day each: commune, dominate person, resurrection

Legendary Resistance (3/Day). If Orzhova fails a saving throw, she can choose to succeed instead.

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

Actions

Multiattack. Orzhova makes three attacks with her scythe. She can cast one of her innate spells with a casting time of 1 action in place of one scythe attack.

Scythe. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 27 (6d8) necrotic damage.

Merciless Eviction (Recharge 6). Orzhova opens a momentary ethereal rift that blots out the sun. Each creature within a 60-foot radius centered on Orzhova must make a DC 24 Constitution saving. On a failure, a creature takes 45 (10d8) necrotic 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.

Legendary Actions

Orzhova can 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. Orzhova regains spent legendary actions at the start of its turn.

Forced Obedience. A target that Orzhova can see must succeed on a DC 18 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.

Scythe Attack (Costs 2 Actions). Orzhova makes one scythe attack.

Frighten Foes (Costs 3 Actions). Orzhova targets up to four creatures she can see within 30 feet of her. Each target must succeed on a DC 24 Wisdom saving throw or be frightened of her until the end of her next turn. Any target within 5 feet of Orzhova has disadvantage on the saving throw.

Sisters of Stone Death

The three gorgon Sisters of Stone Death were originally subordinates of the Golgari parun Svogthir. However, they became disgruntled with his leadership and overthrew him. Although the sisters could not kill him, they imprisoned the lich in the tomb that is now known as Svogthos. They rules the guild until being overthrown by Savra and her brother Jarad.

The three sisters are a formidable foe together. With their killing glare, they each work in unison to kill there prey outright. Lydya screeches from the background, goading enemies into facing the sisters in direct combat. Lexya turns these trophies to stone. Ludmilla, eldest and most powerful of the three, uses her Golgari magic to animate the dead and turn them into her own necrolithic servants.


The Sisters' Traits

Ideal: "Each part of the Swarm should be equal."
Bond: "The Golgari is one large organism that has to be governed with that purpose on mind."
Flaw: "Sometimes the oppressor has to be oppressed."



Sister of Stone Death

Medium monstrosity (medusa), neutral evil


  • Armor Class 17 (natural armor) plus 1 for each other sister
  • Hit Points 153 (18d8 + 72)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 20 (+5) 18 (+4) 19 (+4) 14 (+2) 17 (+3)

  • Saving Throws Dex +9, Int +8
  • Skills Deception +7, Insight +6, Perception +10, Stealth +8
  • Damage Resistances poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 20
  • Languages Common, Elvish, Kraul
  • Challenge 10 (5,900 XP) Proficiency Bonus +4


Three Sisters. The medusa has a trait based on who it is, as shown below:

Lexya: Suprise Gaze. During Lexya's first turn in combat, creatures have disadvantage on the saving throw against her Petrifying Gaze.
Lydya: Goading. Lydya can use a bonus action to target one creature she can see. The target must succeed on a DC 16 Wisdom saving throw or be forced keep its eyes open until the end of their next turn.
Ludmilla: Necroliths. Ludmilla's Innate Spellcasting trait includes animate objects, which she can cast once per day and only on creatures petrified by one of the sister's gazes.

Innate Spellcasting. The medusa's innate spellcasting ability is Intelligence (spell save DC 16). The medusa can innately cast the following spells, requiring no material components:

1/day each: expeditious retreat, locate creature, misty step

Legendary Resistance (1/Day). If the medusa fails a saving throw, it can choose to succeed instead.

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

Actions

Multiattack. The medusa makes two claw attacks. It can also use Petrifying Gaze before or after making these attacks.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) and 14 (4d6) poison damage.

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 16 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.

Legendary Actions

If three sisters of stone death 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. The sisters regain spent legendary actions at the start of the turn of the medusa with the highest initiative.

Numbing Claw. One of the sisters makes one claw attack within range. If the attack hits, the creature must succeed on a DC 16 Constitution saving throw or become poisoned until the end of their next turn.

Frighten Foes (Costs 3 Actions). The sisters target up to three creatures they can see within 30 feet of them. Each target must succeed on a DC 16 Wisdom saving throw or be frightened of them until the end of the target's turn. Any target within 5 feet of a sister has disadvantage on the saving throw.

Soulsworn

When an Azorius member dies, it has the opportunity to continue serving the law as a bound spirit. Their faces
are wrapped in clothes to severe all connections to
their past, except for their knowledge to serve the law.
They protect arbiters, act as juries and advisors, and
can be used to detain lawbreakers.

















Soulsworn

Medium undead, lawful neutral


  • Armor Class 13
  • Hit Points 60 (11d8 + 11)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 14 (+2) 17 (+3) 11 (+0)

  • Saving Throws Str +4, Wis +6
  • Skills History +5, Perception +6, Religion +5
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses passive Perception 16
  • Languages the languages it knew in life
  • Challenge 5 (1,800 XP) Proficiency Bonus +3


Innate Spellcasting. The ghost's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The ghost can innately cast the following spells, requiring no material components:

At will: chill touch (at 5th level), hold person

1/day each: warding bond

Actions

Multiattack. The ghost makes two unarmed strikes attacks, followed by one crushing grasp.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. The ghost can also grapple the target (escape DC 12) if it is a creature and the ghost has a hand free.

Bonus Actions

Crushing Grasp. A grappled or paralyzed creature by the ghost must make a DC 14 Strength saving throw, taking 12 (2d8 + 3) bludgeoning damage on a failed save, or half as much damage on a successful one.

Spark Trooper

                           Created as part of the Warmind Initiative,                            atop many of the Boros fortresses sit empty                           sets of armor. They can be charged by Izzet-                     designed conductors, giving form to electric            elemental soldiers to defend the Legion if needed.       Although they are usually short lived, just like their close     relatives the flame-kin, they are intelligent beings and sometimes exist for months or even years after their conductor has been shutdown. Discrimination against their existence within in the Boros is not unheard of and can harbour long standing grudges against other guild members.



Spark Trooper

Medium elemental (flame-kin), chaotic good


  • Armor Class 18 (natural armor)
  • Hit Points 91 (14d8 + 28)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 21 (+5) 15 (+2) 12 (+1) 13 (+1) 10 (+0)

  • Saving Throws Dex +7, Con +5
  • Damage Resistances fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities lightning, poison
  • Condition Immunities paralyzed, petrified, poisoned
  • Senses passive Perception 11
  • Languages Ignan
  • Challenge 6 (2,300 XP) Proficiency Bonus +3


Antimagic Susceptibility. The spark trooper is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the spark trooper must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Crackling Death. When the spark trooper dies, it explodes, destroying its remains. Each creature within 30 feet of it must make a DC 16 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one.

Illumination. The spark trooper sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Lightning Form. The spark trooper can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the spark trooper or hits it with a melee attack while within 5 feet of it takes 4 (1d8) lightning damage. In addition, the spark trooper 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 4 (1d8) lightning damage.

Actions

Static Discharge. Melee Weapon Attack: +8 to hit, reach 5 ft., one target (the spark trooper has advantage on the attack roll if the target is wearing armor made of metal). Hit: 22 (5d8) lightning damage.

Thrull Grotesque

The Orzhov need to have reliable mindless soldiers and transports to protect their most precious belongings, which can be more than just mere coins. For this, they created towering thrulls that cannot defy their commands. They are created by the fleshmages by stitching many of cast-off bodies of the indebted together. The thrulls often have malformed arms or mouths all over the body, but always wear the infamous faceplates of their owner. Some of the thrull grotesques described below can be found in the employ of the Orzhov.

Debtor's Transport. The debtor's transports carry a sarcophagus with them with trapped spirits. These spirits are usually of special interest for the Orzhov, such as uncooperative debtors or old patriarchs fallen out of favor. You can also replace one of the spirits with a plot relevant (spirit) NPC your players need to free.

Mawed Thrull. As the prospect for work in the afterlife is a great fear for many debtors, they try to find alternatives to pay of their debt. One of those is the wrongful belief to sacrifice themselves to the mawed thrulls, lining themselves up to a useless gruesome death. A mawed thrull has a monstrous large maw inside its belly, which can be used to swallow any smaller creature whole.

Treasury Thrull. The simplest of their type, the treasury thrulls carry treasures around. When they are defeated, consider rolling on the Treasure Hoard: Challenge 5—10 (DMG p. 133) for a large Orzhov hoard. Or maybe the thrull carries an important item your players need for their quest.



Thrull Grotesque

Large construct, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 102 (12d10 + 36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 17 (+3) 6 (-2) 6 (-2) 4 (-3)

  • Saving Throws Str +8, Con +6
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft, passive Perception 8
  • Languages understands Common but can't speak
  • Challenge 5 (1,800 XP) Proficiency Bonus +3


Sarcophagus (Debtor's Transport only). Each time the thrull is damaged, it must succeed a DC 15 Constitution saving throw or release a spirit captive within the sarcophagus until it is empty. The more the thrull is damaged, the fiercer the spirits released are. The spirit's allegiance is determined by a die roll. On an odd number the spirit is vengeful and hostile to all creatures. On an even number, it is indebted to the Orzhov and loyal to their commands. The release order of the spirits is as followed:
1: Specter (MM page 279)
2: Indentured Spirit (GGR page 206)
3: Indentured Spirit
4: Ghost (MM page 147)
5: Wraith (MM page 302)

Actions

Multiattack. The thrull makes two attacks: one with its bite and one with its stomp.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the thrull can't bite another target.

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Swallow (Mawed Thrull only). The thrull makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and 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 thrull, and it takes 7 (2d6) acid damage plus 7 (2d6) necrotic damage at the start of each of the thrull's turns.
If the thrull takes 20 damage or more on a single turn from a creature inside it, the thrull must succeed on a DC 15 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 thrull. If the thrull dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Vampires


See GRR (p. 223-224) for more information about Ravnican vampires.

Tithe Drinker Vampire

Tithe Drinkers are blood drinker vampires that engulfed themselves into the riches of the Orzhov Syndicate. Their laziness for money and blood made them weaker foes than their more dedicated family members.

Moroii

Where the moroii originate from is unknown. Unlike other vampires, they do not steal your blood, money, or mind. The moroii steal youth and beauty, more precious than either, and once gone, it's gone forever. They are killers in the night, roaming the alleys and nooks of Nightveil and the sewers of Duskmantle to drain the life from other guildmembers and suck interlopers' brains dry of any stolen secrets.


The Haunt of Hightower

While moroii are almost like a fairytale for most civilians, it is rumored that one lives close by the neighborhood of Hightower. Sometimes students of nearby schools tell each other scary stories of this supposed monster. However, when pressed, none of them dares to traverse alone at night. Rumors go that too many drunk students have already mysteriously disappeared.





Tithe Drinker Vampire

Medium undead, lawful evil


  • Armor Class 13 (natural armor)
  • Hit Points 49 (9d8 + 9)
  • Speed 30ft., fly 30ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 15 (+3) 12 (+1) 12 (+1) 11 (+0) 15 (+3)

  • Saving Throws Con +3, Wis +2
  • Skills Deception +6, Perception +2
  • Damage Resistances necrotic
  • Senses darkvision 60 ft., passive Perception 12
  • Languages the languages it knew in life
  • Challenge 3 (700 XP) Proficiency Bonus +2


Blood Celebration. The vampire can use a bonus action to control the movement of one creature charmed by its bite attack that it can see within 30 feet of it. The creature must succeed on a DC 13 Charisma saving throw or use its reaction to move up to 30 feet towards the vampire and fall prone before the vampire's feet. The creature takes 7 (2d6) necrotic damage and the vampire regains hit points equal to that amount.

Actions

Multiattack. The vampire makes two melee attacks, only one of which can be a bite attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) necrotic damage. If the target is humanoid, it must succeed on a DC 13 Charisma saving throw or be charmed by the vampire for 1 minute. 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.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. The vampire can also grapple the target (escape DC 13) if it is a creature and the vampire has a hand free.




























Moroii

Medium undead, neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 120 (16d8 + 48)
  • Speed 30ft., fly 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 19 (+4) 17 (+3) 6 (-2) 15 (+2) 8 (-1)

  • Saving Throws Dex +8, Wis +6
  • Skills Perception +6, Stealth +8
  • Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 12
  • Languages
  • Challenge 11 (7,200 XP) Proficiency Bonus +4


Flyby. The vampire doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Keen Sight. The vampire has advantage on Wisdom (Perception) checks that rely on sight.

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

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.

Actions

Multiattack. The vampire makes two attacks, only one of which can be a bite attack. It can then use its Psychic Drain if it grapples a creature.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) 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.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. The vampire can also grapple the target (escape DC 17) if it is a creature and the vampire has a hand free.

Psychic Drain. The vampire targets a creature that is grappled by it. The target must make a DC 17 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, or half as much on a successful save. If the save fails by 5 or more, the target also ages the same amount of years, and the vampire regains hit points equal to that amount. The aged creature must repeat the saving throw at the end of its next turn, reducing their Strength and Intelligence score by 1d10 on a failure. The target dies if its either is reduced to 0.
The aging effect and reduced attributes can be reversed with a heal or greater restoration spell within 24 hours.

Szadek

As the master of puppets and strings, Szadek was the first mind drinker vampire and the founder of House Dimir. His machinations can span hundreds, if not thousands, of years with his ultimate plan to rule Ravnica by himself.

During the Decamillennial ceremony, Szadek almost destroyed the Guildpact to further his goal, but got arrested instead. After his verdict and subsequent execution, he became a ghost. Although his final fate remains a mystery, some Dimir operatives believe Szadek is still pulling the strings from the ethereal plane.

Lord of Secrets Szadek always works from the shadows. Other vampires leave their signature on their victims, the fang holes in the neck. Others make thralls of their victims. The Lord of Secrets keeps his doings secret.

When Szadek sinks his silvery teeth into his victims, they drain knowledge and memories instead of blood. The first memory consumed is that of the bite itself. Then the victim starts to lose any knowledge of seeing the vampire in the first place and any remnant that could lead to the Dimir.

It will, rarely, happen that someone manages to penetrate all defenses of the Dimir. Ironically, Szadek has one final trick to use against these infiltrators: simply revealing the truth. He is confident that no one can be prepared for the unthinkable truth of House Dimir.

Szadek's Traits

Ideal: "In secrecy is strength. None can oppose one who cannot be found."
Bond: "The truths of Ravnica are so powerful that one glance can burn them into your mind forever. Let us gaze into nothingness."
Flaw: "I cannot tolerate secrecy of others."


Szadek

Medium undead (vampire), neutral evil


  • Armor Class 18 (natural armor)
  • Hit Points 204 (24d8 + 96)
  • Speed 40ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 18 (+4) 27 (+8) 23 (+6) 28 (+9)

  • Saving Throws Int +15, Wis +13, Cha +16
  • Skills Deception +23, Insight +13, Perception +13, Stealth +12
  • Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed
  • Senses darkvision 120 ft., passive Perception 23
  • Languages All, telepathy 120 ft.
  • Challenge 23 (50,000 XP) Proficiency Bonus +7




Innate Spellcasting (Psionics). The vampire's innate spellcasting ability is Intelligence (spell save DC 23). It can innately cast the following spells, requiring no components:

At will: dissonant whispers (at 4th-level), encode thoughts (can be used with Mind Siphon), sending

3/day each: synaptic static, gaseous form, phantasmal killer

1/day each: dominate person, dream, mental prison, symbol

Inscrutable. Szadek is immune to any effect that would sense his emotions or read his thoughts, as well as any divination spell that he refuses. Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage.

Legendary Resistance (3/Day). If Szadek fails a saving throw, he can choose to succeed instead.

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

Shadow Stealth. While in dim light or darkness, Szadek can take the Hide action as a bonus action.

Actions

Multiattack. Szadek can use its Mind Siphon and makes three melee attacks, only one of which can be a bite attack.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Szadek, incapacitated, or restrained. Hit: 12 (2d6 + 5) piercing damage plus 21 (6d6) necrotic damage. If the target is humanoid, it must succeed on a DC 23 Charisma saving throw or be charmed by Szadek for 1 minute. While charmed in this way, the target is infatuated with Szadek. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Szadek 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.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Szadek can also grapple the target (escape DC 19) if it is a creature and Szadek has a hand free.

Mind Siphon. Szadek targets a creature it can see within 60 feet of it. The target must make a DC 23 Intelligence saving throw, with disadvantage if Szadek has previously consumed the target's blood. On a failed save, the target takes 36 (8d8) psychic damage, and Szadek can read the target's thoughts for one minute and affect the target's memory of an event that it experienced that lasted no more than 10 minutes. Szadek can permanently eliminate all memory of the event or allow the target to recall the event with perfect clarity and exacting detail.
On a successful save, the target takes half as much damage, and Szadek discerns the target's general emotional state but not its thoughts.
A remove curse or greater restoration spell cast on the target restores the creature's true memory.

Reactions

Glimpse the Unthinkable (Recharge 6). Szadek attempts to interrupt the train of thought of a creature within 30 feet performing an action that targets him. Szadek uses his reaction to telepathically reveal a sliver of truth about House Dimir to the creature. The creature must succeed on a DC 23 Intelligence saving throw or take 13 (3d8) psychic damage and the action has no effect.

Legendary Actions

Szadek can 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. Szadek regains spent legendary actions at the start of its turn.

Unarmed Strike. Szadek makes one attack with his unarmed strike.

Bite (Costs 2 Actions). Szadek makes one bite attack.

Cast a Spell (Costs 3 Actions). Szadek casts one of his innate spells.

Zeppelid

The gigantic Zeppelids are a sight to behold. According
to the Simic, they are related to lizards, but there is
little resemblance to be seen. These floating
creatures blot out the sun for five days during their
annual migration, which is dubbed the "Days of
Darkness" by the districts within their path. Their
trumpeting mating calls can be deafening for the
unfortunate citizens living below. While the wild Stratozeppelid are usually passive creatures, the Simic modified some of them to creature the fearsome "Assault Zeppelid" to rival the Boros Skyknights and Selesnyan Equenauts.



















Zeppelid

Gargantuan monstrosity, unaligned


  • Armor Class 9 (natural armor)
  • Hit Points 99 (6d20 + 36)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 22 (+6) 2 (-4) 12 (+1) 17 (+3)

  • Saving Throws Con +8
  • Condition Immunities prone
  • Senses passive Perception 11
  • Languages
  • Challenge 3 (700 XP) Proficiency Bonus +2


Crashing Down. When the zeppelid drops to 0 hit points, it crashes down onto the earth. Any creature on the ground within 120 feet of the crash site must make a DC 16 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 15 (2d12 + 2) bludgeoning damage.

Trumpet Call (Recharge 6). The zeppelid emits a thunderous mating call in a 60-foot cone. Each non-zeppelid creature in that area must succeed on a DC 13 Constitution saving throw or take 7 (2d6) thunder damage and be stunned for one round.

NPCs Extended

This section describes an extended NPC list to add to the humanoid roster of the guilds.

Apex Hybrid (Simic)

Deep within Zonot Three there is Navika, the personal laboratory of Vannifar. Here, the Apex Hybrids are created. They are fusions of humanoids and other lifeforms to create the perfect soldier for the Simic Guardian Project. While other hybrids volunteer to be transformed with certain small adaptations, the original form of an Apex Hybrids is almost unrecognizable.

Arbiter (Azorius)

Arbiters preside as judges over the legal cases of the Azorius Senate. They are a conduit of truth, a will so disciplined that it dispenses justice without ego or remorse. They can usually be found on floating benches on Azorius grounds. Arbiters have a unique relationship with spirits and can communicate with a soulsworn jury to enact undisputed justice. Their highest member, the Grand Arbiter Leonos II, acts as the leader of the Sova Column.

Beggar

The Guilds are not kind to the denizens of the streets. Beggars can be found everywhere on Ravnica for all sorts of reasons. Some are indebted to the Orzhov and are forced to leave their home, some are Dimir informants looking for secrets, and others are just unfortunate guildless caught between the rivaling Guilds. The Gruul often uses their members in the guise of beggars to scout new regions to plunder. Due to their diverse backgrounds, beggars can be sympathetic allies or ordinary muggers.

Driller (Rakdos)

Within the Rakdos, originally the mining guild, the driller is a relic of old. Their drills were primarily used to mine valuable minerals to sustain the wealth of the guild. However, now that most mountains are hollowed out, drillers are used for other purposes if necessary. Such as to satisfy the curiosity of cult members how a brain looks like from the inside on stage.

Fleshmage (Orzhov)

When the Orzhov Syndicate rips a soul from its body to create a spirit, the cast-off remains go to the fleshmages, who use their necromantic magic to liquefy the corpse and transform it into something useful. While usually working deep within the dusty crypts far away from prying eyes, they are still formidable mages in their own right. Especially their touch can wither away any remaining flesh from a living being.

Healer (Selesnya and Simic)

The Selesnya and Simic are well known to be able to cure any affliction seen in the populace, although guild affiliation is recommended to reach better care. The healers (named doctors for the Simic) can be found to work endlessly to reach the anyone in need.

Konstructor (Azorius)

Konstructors are the builders and architects of the Azorius Senate. They build and defend the maximum security prisons that are in high demand need during tensions between Guilds. Besides their prowess with stoneworks, the new leadership set their intelligence to work on designing Thopters to patrol the streets.

Necrosage (Dimir)

The necrosages are one of the most mysterious groups of Ravnica. They act as the inner circle of the Dimir, only second to the guildmaster. They perform rituals high at the top of Dinrova Heights and oversee guild activity within Duskmantle. They make sure that the different undercover and sleeper agents are unaware of the larger guild structure, or remove those that are.

Prelate (Orzhov)

Prelates are the highest rank that a living member of the Orzhov can obtain. They are one of the few that may directly communicate with the Obzedat.

Pay to Live. Prelates have a duty to use their divine magic to show the people of Ravnica that the religion of the Orzhov is real and here to help you. For a price, of course. Only oligarchs and members with enough donations may get an audience to heal their burdens. However, the amount of donations is sometimes determined only after a curse is lifted, which might result in the donor being indebted for the rest of their life. They usually charge ten times the material cost of a spell to their clients if necessary.

Quietman (Selesnya)

The quietman are the end result of the indoctrination process of the Selesnya Conclave. Only those few that are completely loyal to the cause are selected, although rumors go that there are brainwashed people kidnapped from the streets among their ranks. They are stripped of their identity and will only silently communicate with other members of the Conclave. They look like mysterious white-robed and floating humanoids. The quietman act as guards, spies, assassins, and kidnappers. In unison, they can act as a last line of defense for the Selesnya, acting more like a swarm of bees then their supposed profession as priests.

Spellbreaker (Gruul)

Gruul are usually not that privy with magic that does not destroy anything. But sometimes survival is more important than senseless plundering. To ensure protection against magic, they use so called spellbreakers, Gruul shamans that specialize in countering and retaliating the magic of enemies. Although spellbreakers have to keep a steady head, they do not have a problem with some city plundering themselves.

Ringmaster (Rakdos)

The original Rakdos Cult was organized in nine rings led by a ringmaster. Each ringmaster has its own territory, sphere of influence, and followers. Their territories are ruled by clubs and spike gangs, which can get violently contested by other guilds. The clubs provide several services, such as circus entertainment, food and drinks, pit fights, and erotica. These rings can change in the more mobile troupes. Well known ringmasters include: Judith, the Scourge Diva; Juri, Master of the Revue; and Panjandrum of Master Panjandrum's Extraordinary Carnival of Delights.

Woodshaper (Selesnya)

While the voda, a chosen dryad, is needed to connect a vernandi to the Worldsoul, the vernandi themselves have to be created in advance. Here, the woodshapers come into play to claim territory for the Conclave. Woodshapers are also the force behind the creation of various gardens and shape houses out of trees. Many large temples have been erected and animated by these fearsome druids.






Apex Hybrid

Medium humanoid (Simic hybrid), neutral good


  • Armor Class 18 (natural armor)
  • Hit Points 91 (14d8 + 28)
  • Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 15 (+2) 13 (+1) 14 (+2) 12 (+1)

  • Saving Throws Dex +8, Con +6, Int +5
  • Skills Athletics +8, Perception +6, Stealth +8
  • Damage Immunities acid, lightning, poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Common plus any one language
  • Challenge 9 (5,000 XP) Proficiency Bonus +4


Amphibious. The hybrid can breathe air and water.

Assassinate. During its first turn, the hybrid 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.

Chameleon Skin. The hybrid has advantage on Dexterity (Stealth) checks made to hide.

Elemental Body. Any creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 3 (1d6) poison damage plus 5 (1d10) lightning damage.

Actions

Multiattack. The hybrid makes three claw or javelin attacks. It can replace one of these attacks with either Spit Acid or Tentacles.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Spit Acid. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 15 (6d4) acid damage.

Tentacles. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: The target is grappled (escape DC 16), and the hybrid pulls the target up to 15 feet straight toward it. Until this grapple ends, the target takes 11 (2d10) lightning damage at the start of each of its turns, and the hybrid can't use its tentacles on another creature.



Arbiter

Medium humanoid (any race), lawful neutral


  • Armor Class 13 (chain shirt)
  • Hit Points 27 (6d8 + 0)
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 10 (+0) 16 (+3) 16 (+3) 14 (+2)

  • Skills History +5, Insight +7, Perception +5, Persuasion +4
  • Senses passive Perception 15
  • Languages any one language (usually Common)
  • Challenge 1 (200 XP) Proficiency Bonus +2


Innate Spellcasting. The arbiter's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: guidance, ray of frost, skywrite

1/day each: silence, sleep, speak with dead, zone of truth

Keen Mind. The arbiter can accurately recall anything it has seen or heard within the past week.

Actions

Scepter. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.

Council of the Absolute. Three arbiters within 30 feet of each other can form a council to detain a creature. Each of the three must use its action and movement on three consecutive turns to give an oration and must maintain concentration while doing so (as if concentrating on a spell). When all three have finished their third turn of the oration, they can collectively cast forcecage on the target if they agree with each other. An arbiter can't perform the oration again until it finishes a long rest.

Floating Disc. Some arbites move around with floating discs to stay aloof over the common people. They belief the law is just and clean and so should they be. Contact with the unclean could jeopardize their job. Those that use the disc have a flying speed of 20 feet (hover).




















Beggar

Medium humanoid (any race), unaligned


  • Armor Class 9
  • Hit Points 3 (1d8 - 1)
  • Speed 25ft.

STR DEX CON INT WIS CHA
8 (-1) 8 (-1) 8 (-1) 8 (-1) 8 (-1) 8 (-1)

  • Skills Perception +3, Sleight of Hand +3, Stealth +1
  • Senses passive Perception 13
  • Languages any one language (usually Common), Thieves' Cant
  • Challenge 0 (0 or 10 XP) Proficiency Bonus +2


Harmless Appearance. While the beggar is within a crowded place, it gets advantage on Dexterity (Sleight of Hand) and Dexterity (Stealth) checks.

Actions

Dagger. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit 1 (1d4 -1)


Driller

Medium humanoid (any race), chaotic evil


  • Armor Class 17 (splint armor)
  • Hit Points 60 (8d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 11 (+0) 9 (-1) 15 (+2)

  • Saving Throws Con +5
  • Skills Intimidation +4
  • Damage Resistances fire, thunder
  • Senses passive Perception 9
  • Languages any one language (usually Common)
  • Challenge 4 (1,100 XP) Proficiency Bonus +2


Coal. The driller has 10 coal which it can spend on several abilities. It regains all spent coal when finishing a long rest.

Siege Monster. The driller deals double damage to objects and structures.

Skullduggery (2 coal). The driller can use a bonus action to pinpoint the brain of a target. The next time the driller hits a creature with a melee weapon attack, the attack deals an extra 1d8 psychic damage. The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the driller's next turn.

Actions

Drill. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Spinning Drill (1 coal). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Coal Spewer (4 coal). The driller projects a fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one.





Fleshmage

Medium humanoid (any race), lawful evil


  • Armor Class 12 (15 with mage armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 16 (+3) 13 (+1) 12 (+1)

  • Saving Throws Int +6, Wis +4
  • Skills Arcana +6
  • Senses passive Perception 11
  • Languages Common plus any one language
  • Challenge 5 (1,800 XP) Proficiency Bonus +3


Flesh Sculpting. When the fleshmage casts a spell, it can choose to have the spell affect Constructs (thrull) and Undead creatures.

Innate Spellcasting. The fleshmage's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: friends, guidance, toll the dead (at 5th level)

3/day each: aid, command, mage armor, inflict wounds (at 2nd level)

1/day each: enlarge/reduce, enthrall, mass healing word, vampiric touch

Actions

Withering Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage.

Create Thrulls (1/Day). The fleshmage targets up to three humanoid corpses it can see within 30 feet of it that were indebted to the Orzhov while alive. The fleshmage magically creates three servitor thrulls (winged thrulls if a corpse had wings) per corpse or one thrull grotesque from three at once. The creatures are under the fleshmage's control and act immediately after the fleshmage in the initiative order. The creatures linger around after the fleshmage dies, still indebted to the Orzhov.


Healer

Medium humanoid (any race), neutral good


  • Armor Class 11 (13 with shield of faith)
  • Hit Points 36 (8d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 10 (+0) 15 (+2) 18 (+4) 12 (+1)

  • Saving Throws Wis +6, Cha +3
  • Skills Insight +6, Investigation +6, Medicine +8
  • Senses passive Perception 14
  • Languages Common plus any one language
  • Challenge 3 (700 XP) Proficiency Bonus +2


Empowered Healing. The healer can add its spellcasting ability modifier (+4) to the healing roll of any spell it casts.

Spellcasting. The healer is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The healer has the following cleric spells prepared:

Cantrips (at will): guidance, light, resistance, sacred flame, spare the dying

1st level (4 slots): bless, cure wounds, shield of faith

2nd level (3 slots): aid, lesser restoration, protection from poison

3rd level (3 slots): life transference, protection from energy, revivify

4th level (3 slots): death ward, locate creature

5th level (2 slots): greater restoration

6th level (1 slot): heal

Actions

Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.


Konstructor

Medium humanoid (any race), lawful neutral


  • Armor Class 16 (chain mail)
  • Hit Points 52 (8d8 + 18)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 18 (+4) 11 (+0) 10 (+0)

  • Saving Throws Int +6, Wis +2
  • Skills History +6, Investigation +6
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 4 (1,100 XP) Proficiency Bonus +2


Material Integrity (3/day). As a bonus action, the konstructor can strengthen the stone or metal of a structure or willing construct. In case of a structure, it can not be more than 10 feet in any dimension or shape. For 1 hour, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage and gains 13 (2d8 + 4) temporary hit points.

Innate Spellcasting. The konstructor's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: earth tremor (at 2nd level), heat metal, mending, mold earth

1/day each: stone shape, stoneskin, wall of stone

Actions

Scepter. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.

Deploy Thopters (1/day). The konstructor deploys 2 spy thopters in unoccupied spaces it can see within 30 feet of it. The spy thopters are under the konstructor's control and act immediately after the konstructor in the initiative order. The spy thopters malfunction after 1 hour, when the konstructor dies, or when the konstructor dismisses them (no action required).





























Necrosage

Medium humanoid (any race), neutral evil


  • Armor Class 12 (15 with mage armor)
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 19 (+4) 14 (+2) 18 (+4)

  • Saving Throws Int +8, Wis +6
  • Skills Arcana +8, History +8, Stealth +7
  • Damage Resistances necrotic, psychic
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Thieves' cant
  • Challenge 10 (5,900 XP) Proficiency Bonus +4


Obscured Stealth. While in a lightly or heavily obscured area, the necrosage can take the Hide action as a bonus action.

Obscured Stride. As a bonus action, the necrosage can step into a heavily obscured area within 5 feet of it and magically appear in an unoccupied space within 5 feet of a second heavily obscured area that is up to 60 feet away.

Spellcasting. The necrosage is a 14th-level Dimir spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The necrosage has the following wizard spells prepared:

Cantrips (at will): chill touch, encode thoughts, friends, mage hand, message

1st level (4 slots): comprehend languages, cause fear, fog cloud, mage armor, sleep

2nd level (3 slots): blindness/deafness, crown of madness, detect thoughts, pass without trace

3rd level (3 slots): animate dead, bestow curse, glyph of warding, sending, speak with dead

4th level (3 slots): arcane eye, blight, phantasmal killer

5th level (2 slots): dream, modify memory, scrying

6th level (1 slot): circle of death, programmed illusion

7th level (1 slot): mirage arcane

Actions

Withering Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage.

Soul Ransom (Recharge 6). All humanoids that can hear, but not see, the necrosage within 30 feet of it must succeed on a DC 16 Wisdom saving throw or become charmed for one minute by the necrosage. While a target is charmed in this way, they have a mad purple glow in their eyes.
A charmed target must use its action before moving on each of its turns to make a melee or ranged attack against a creature other than itself within range that the necrosage mentally chooses.
A target can make a DC 16 Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, another creature can choose to use its action on its turn to take 22 (4d10) psychic damage to pay the soul ransom and end the effect instantly.





























Prelate

Medium humanoid (human), lawful evil


  • Armor Class 13 (15 with shield of faith)
  • Hit Points 104 (16d8 + 32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 9 (-1) 14 (+2) 16 (+3) 20 (+5) 18 (+4)

  • Saving Throws Wis +9, Cha +8
  • Skills Insight +9, Persuasion +8, Religion +7
  • Damage Resistances necrotic, poison
  • Condition Immunities poisoned
  • Senses passive Perception 15
  • Languages any one language (usually Common)
  • Challenge 12 (8,400 XP) Proficiency Bonus +4


Flesh Sculpting. When the prelate casts a spell, it can choose to have the spell affect Constructs (thrull) and Undead creatures.

Spellcasting. The prelate is a 18th-level Orzhov spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The prelate has the following death cleric spells prepared:

Cantrips (at will): guidance, light, resistance, spare the dying, word of radiance

1st level (4 slots): bane, command, inflict wounds, protection from evil and good, shield of faith

2nd level (3 slots): lesser restoration, prayer of healing, warding bond, zone of truth

3rd level (3 slots): remove curse, speak with dead, spirit guardians

4th level (3 slots): banishment, blight, death ward, divination

5th level (3 slots): commune, contagion, greater restoration

6th level (1 slot): harm, planar ally (celestial only)

7th level (1 slot): divine word, resurrection

8th level (1 slot): holy aura

9th level (1 slot): power word heal

Actions

Multiattack. The prelate can cast one spell with a casting time of 1 action. It then makes one attack with its Obedient Touch.

Obedient Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 11 (2d10) necrotic damage, and the target must make a DC 16 Wisdom saving throw or be cursed for 1 minute. While cursed, the target may repeat the saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. The curse can be removed by a remove curse or similar effect.

Debtor's Knell (3/Day). The prelate targets one humanoid corpse it can see within 60 feet that was indebted to the Orzhov while alive. The corpse splits into a servitor thrull (a winged thrull if the corpse had wings) and an indentured spirit (described in the GRR at page 221 and 206). The creatures are under the prelate's control and act immediately after the prelate in the initiative order. The creatures linger around after the prelate dies, still indebted to the Orzhov.


Quietman

Medium humanoid (any race), lawful neutral


  • Armor Class 16 (studded leather armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 13 (+1) 10 (+0) 16 (+3) 10 (+0)

  • Saving Throws Dex +6, Int +2
  • Skills Acrobatics +7, Investigation +6, Sleight of Hand +7, Stealth +7
  • Damage Vulnerabilities psychic
  • Senses passive Perception 13
  • Languages understands Common, Elvish, Sylvan but can't speak
  • Challenge 5 (1,800 XP) Proficiency Bonus +3


Innate Spellcasting. The quietman's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no verbal or material components:

At will: message

3/day: suggestion

Pack Tactics. The quietman has advantage on an attack roll against a creature if at least one of the quietman's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The quietman makes two dagger of venom attacks.

Dagger of Venom. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 11 (2d10) poison damage and become Poisoned for 1 minute on a failed save, or half as much damage on a successful one.

Dismantle. The quietman magically touches a construct within 5 feet and can malfunction the construct's mechanisms. The target must succeed on a DC 17 Constitution saving throw or take 18 (4d8) force damage and be incapacitated 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.













Spellbreaker

Medium humanoid (any race), chaotic neutral


  • Armor Class 14 (hide armor)
  • Hit Points 64 (10d8 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 15 (+2) 11 (+0) 13 (+1) 16 (+3)

  • Saving Throws Str +5, Dex +5
  • Skills Arcana +6, Intimidation +6, Perception +4
  • Senses passive Perception 14
  • Languages Common plus any one language
  • Challenge 5 (1,800 XP) Proficiency Bonus +3


Innate Spellcasting. The spellbreaker's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect magic, fire bolt (2d10 fire damage), thaumaturgy

3/day: counterspell, dispel magic

1/day: primordial ward, silence

Siege Monster. The spellbreaker deals double damage to objects and structures.

Spellbreaker. When the spellbreaker damages a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

Actions

Multiattack. The spellbreaker makes two cindervines attacks.

Cindervines. Melee Spell Attack: +6 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 7 (2d6) fire damage.

Reactions

Mage Slayer. When a creature within 10 feet of the spellbreaker casts a spell, the spellbreaker can use its reaction to make a cindervine attack against that creature.



































Ringmaster

Medium humanoid (any race), chaotic evil


  • Armor Class 17 (studded leather armor)
  • Hit Points 71 (11d8 + 22)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 15 (+2) 14 (+2) 13 (+1) 22 (+6)

  • Saving Throws Dex +8, Cha +9
  • Skills Acrobatics +11, Deception +9, Perception +4, Performance +12, Sleight of Hand +8
  • Senses passive Perception 14
  • Languages Common plus any one language
  • Challenge 7 (2,900 XP) Proficiency Bonus +3


Showstopper. When the ringmaster or another humanoid within 30 feet is reduced to 0 hit points, that creature's body explodes in a fiery combustion. Each creature within 5 feet of the explosion must make a DC 17 Constitution saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Spellcasting. The ringmaster is a 12th-level Rakdos spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following bard spells prepared:

Cantrips (at will): dancing lights, minor illusion, vicious mockery

1st level (4 slots): bane, dissonant whispers, hellish rebuke, Tasha's hideous laughter

2nd level (3 slots): crown of madness, enthrall, suggestion

3rd level (3 slots): hypnotic pattern, stinking cloud, tongues

4th level (3 slots): compulsion, wall of fire

5th level (2 slots): animate objects, seeming

6th level (1 slot): Otto's irresistible dance

Actions

Multiattack. The ringmaster makes two spike wheel attacks.

Spike Wheel. Melee Weapon Attack: +8 to hit, 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage, and the target is knocked prone. The ringmaster can then move up to 10 feet without provoking attacks of opportunity.



Woodshaper

Medium humanoid (any race), lawful good


  • Armor Class 10 (16 with barkskin)
  • Hit Points 71 (13d8 + 13)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 13 (+1) 15 (+2) 20 (+5) 11 (+0)

  • Saving Throws Int +5, Wis +8
  • Skills Nature +8
  • Senses passive Perception 14
  • Languages Common, Druidic, Elvish, Sylvan
  • Challenge 7 (2,900 XP) Proficiency Bonus +3


Speak with Plants. The woodshaper can communicate with plants as if they shared a language.

Spellcasting. The woodshaper is a 12th-level Selesnya spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The woodshaper has the following druid spells prepared:

Cantrips (at will): druidcraft, mold earth, thorn whip, shillelagh


1st level (4 slots): cure wounds, entangle, goodberry

2nd level (3 slots): barkskin, locate animals or plants, spike growth

3rd level (3 slots): aura of vitality, daylight, plant growth

4th level (3 slots): divination, grasping vine, guardian of nature (great tree only)

5th level (2 slots): awaken, commune with nature, conjure elemental (earth only), tree stride

6th level (1 slot): druid grove, sunbeam

Actions

Multiattack. The woodshaper makes two quarterstaff attacks. It can cast a spell of 2nd level or lower instead of one of these attacks. It then uses One with the Worldsoul.

Quarterstaff. Melee Weapon Attack: +4 to hit (+8 to hit with shillelagh), reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, 5 (1d8 + 1) bludgeoning damage if wielded with two hands, or 9 (1d8 + 5) bludgeoning damage with shillelagh.

One with the Worldsoul. The woodshaper chooses one plant or elemental it can see within 30 feet of it. If the creature can hear the woodshaper, the creature uses its reaction to make one melee attack against a target that the woodshaper can see.

Part II

Lairs

Boros Flying Fortress

One of the most fearsome weapons in the Boros Legion arsenal are the flying fortresses. Docked at several strategic locations, such as Kamen Fortress and Sunhome, they are seldomly used due to their high costs to operate. They have a large crew of soldiers, sky rocs, and can house battleangels overseen by a Warleader. They are staying afloat by two huge magical anti-gravity thrusters. To assault the enemy, they have hatches for skyjecs (or battleangels for the larger ones) that can bomb the enemy, a gigantic battering ram with a connected draw bridge to destroy fortifications and subsequently drop soldiers onto the battlefield, and a burning Boros Signet operated by the Warleader that can fire radiant beams.

Flying fortresses can only be deployed with explicit permission of a Warleader angel and only Aurelia can deploy their largest fortress Parhelion II (which also acts as the headquarters of the Boros angels). The fortress is similar to a gargantuan creature hovering stationary in the air. All effects originate from its location. When determining the difficulty of such an encounter, consider the lair to be one additional creature of challenge rating 15.

Lair Actions

On initiative count 20 (losing initiative ties), the flying fortress takes a lair action, causing one of the following effects; the flying fortress can't use the same effect two rounds in a row:

  • Solar Blaze. A beam of brilliant light in a 90-foot cone flashes out from the burning Boros Signet in the direction of the Warleader's choice. Each creature in the area must make a DC 18 Constitution saving throw. On a failed save, a creature takes 16 (3d10) radiant damage plus 16 (3d10) fire damage and is blinded until initiative count 20 on the next round. On a successful save, it takes half as much damage and isn't blinded by the beam. Undead have disadvantage on this saving throw.
  • Battering Ram. The flying fortress quickly descents and uses its battering ram to bash in a 20-foot cube. It momentarily lowers its draw bridge after which the fortress takes off again. Each target within the area must succeed on a DC 18 Dexterity saving throw or take 27 (6d8) bludgeoning damage. Buildings automatically fail the saving throw and take double damage. Then 1d4 soldiers (GGR, page 226) are dropped within the area at the location of the DM's choice.
  • Bomber Hatches (4/Day). The skyjek aviaries and angel bomber hatches open up and releases either a knight mounted on a skyjec roc (MM, page 347 and GGR, page 219) or a battleforce angel (GGR, page 189).
  • Magic Thrusters. The flying fortress can move op to 60 feet across the battlefield. The soldiers on the pinnacle guards will then shoot arrows of justice at six different targets. Each target must succeed on a DC 18 Dexterity saving throw or take 7 (2d6) piercing plus 7 (2d6) radiant damage.

Parhelion II

When the flying fortress is Parhelion II, the challenge rating increases to 21 and all DC saving throws are increased to 20. In addition, it can use the following additional lair actions:

  • Rally the Righteous. A trumpet orchestra from the thundersong trumpeters radiates out from Parhelion II, inspiring the crew. Parhelion II can directly take two other lair effects at once. The chosen effects can't be used during the next action (including this one).
  • Angel's Fury (2/Day). A firemane angel (GGR, page 190) is called upon the battlefield from the angel barracks to release their fiery crusade upon the enemy.

Regional Effects

The flying fortress radiates a powerful influence over the area its flying:

  • When an enemy creature that is outside the flying fortress sees or hears it, the creature must succeed on a DC 18 Wisdom saving throw or be frightened. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, the creature becomes immune to this effect for 24 hours.
  • A large shadow blotting out the sun is cast over the battlefield below.
  • A daring party might be able to board a flying fortress which will turn into a dungeon with a layout as seen here (original here).

If all Boros allies on the ground die, the flying fortress attempts to fly away back home as they can't be allowed to be lost and these effects end immediately.

Debtors

Everyone needs money to live a good life on Ravnica. Many need some loans to pay their home or start a business, and where better to get them than the Orzhov? However, the Orzhov believe that debt and guilt is a necessary function of society. It creates structure so that society will not collapse in and on itself. However, the Orzhov have fallen for the idea that wealth equals power. They are adamant in obtaining as much wealth as possible, and thus getting as many debtors to the guild as possible. The debtors form an essential labor force for the guild. An person can only escape until they have worked enough to pay off their debts, which will follow them even into their afterlife as spirit.

Indebted. Any creature with an Intelligence score of 4 or higher that owns money to the Orzhov is indebted. Debts can be caused by loans, unpaid taxes, mandatory donations, or any form of fines. Another way is through extortion, which is described later this chapter. There is usually one specific individual that is the creditor, which has certain power over the debtor due to magically binding contracts set up by advokists. Creditors can be any sapient member of the Orzhov (with the exception of thrulls). Killing or removing the creditor will not resolve any of the contracts, as they will be magically carried over to the direct superior of the creditor. As the Obzedat ghosts and Orzhova are the leading figures of the guild, all debtors are also automatically indebted to them.

The creditor has the following traits against the debtor:

  • Sinstriker. All melee and ranged attacks deal extra necrotic damage. The necrotic damage uses the same damage die as the original attack. As example, if a ranged spell attack deals 12 (2d8 + 3) piercing damage, the necrotic damage deals an additional 4 (1d8) damage.
  • Penance. The creditor can cast command at will and suggestion once per day on the debtor. The save DC is based on the amount of debt, increasing by one for each order of magnitude as shown in the table below.
  • Seize the Soul. If the debtor dies, it will rise as an Indentured Spirit (GGR, page 206) if the debts are not paid in full. If the creature dies on another plane of existence, the soul will be transported to the Ethereal Plane of Ravnica, where the spirit can be collected by the Orzhov. The spirit still has its own memories, but is fully subservient to the Orzhov. The spirit needs to work 50 hours for every zino in debt, after which it will be released. It can't be resurrected with anything less than a wish spell unless they worked off their obligations or when either the creditor or a member of the Obzedat ghost council agrees to it.
Severity of debt
Debt in Zinos (gold) Save DC Time in undead servitude
1 12 ~2 days
10 13 ~20 days
100 14 ~7 months
1000 15 ~6 years
104 16 ~60 years
105 17 ~600 years
106 18 ~6000 years
etc etc etc
Extortion

Taxes and donations need to be collected for the syndicate, and if people don't want to pay their obligations, there are other ways to receive the money. Thugs, priests, knights, and giants are specifically known to roam the streets, while vampires and angels require their daily doses of donations in the dark recesses of the churches.
Any creatures in the employ of the Orzhov that has an Intelligence score of 4 or higher might be able extort other creatures. When dealing damage to another creature with an Intelligence score of 4 or higher, the target loses zinos (gold) that are magically extracted from their blood equal to the damage dealt. When they don't have enough money, or can't give up an equivalent object with the same value, they become indebted to the extorter.

Hundred-Year Storm

Izzet experiments often result in unusual weather phenomenons that can last for weeks or even months. These are usually unintended, but can nevertheless be desired for any unknown future experiments. Aether channels, Mizzium constructs, Aerial-Antistatis Chambers, Lightning Projects, or a large Beacon could all be a reason for such a storm.

When at least five Izzet scientist work on an experiment together within a laboratory, they can accidentally initiate a hundred-year storm. The group must include Niv-Mizzet or at least one chemister (mage) or izmundi (archmage). When determining the difficulty of such an encounter, consider the hundred-year storm to be one additional creature of challenge rating 4.

Lair Actions

On initiative count 20 (losing initiative ties), the Izzet group takes a lair action, causing one of the following effects; the Izzet can't use the same effect two rounds in a row:

  • Elemental Metastream Dynamics. Chaotic aether strikes at the location of one creature the Izzet can see. The target must make a DC 16 Dexterity saving throw, taking 13 (3d8) damage on a failed save, or half as much damage on a successful one. The chaotic energies then leaps to a different creature within 30 feet of the first which must roll a new saving throw. The damage type is one of Acid, Cold, Fire, Force, Lightning, Psychic, or Thunder chosen by the Izzet.
  • Cyclonic Rift. A strong cyclonic whirlwind that fills a 20-foot wide cylinder centered on a point the Izzet choose within 120 feet of any member of the group pushes creatures around. Any creature within the area when it appears must make a DC 16 Dexterity saving throw. On a failure, a target takes 9 (2d8) bludgeoning damage and is flung up 30 feet away from the cylinder in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, 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. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
  • Spatial Ectofractals. An Izzet creature teleports, swapping places with a creature it can see within 30 feet of it.

Regional Effects

  • The outdoor area within a 2 mile radius of the storm is lightly obscured by heavy rainfall.
  • Lightning strikes all around the storm within a 2 mile radius. Creatures wearing metal must succeed on a DC 16 Dexterity saving throw when entering the storm for the first time or take 14 (4d6) lightning damage.
  • Small lightning eddies in the air materialize where abnormal entities enter Ravnica. The location of any creature that uses teleportation or extraplanar magic, such as a dimension door or plane shift spell, is instantly revealed in the clouds within 2 miles of the storm.

If all the Izzet in the lair die, the regional effects fade over 1d10 days. The whole lair can also be deactivated by casting control weather and concentrating for one hour to stop the storm.

Immortal Sun

After the War of the Spark, the Azorius came into the possession of the Immortal Sun, one of the most powerful artifacts in existence. When activated, it can give an individual immense god-like powers. Only strictly selected guardians are able to activate the sun. However, its intended purpose was to stop planeswalkers from leaving a plane. When fully activated it stops any interplanar travel across the world, except for adjacent planes of existence (such as the ethereal plane, fey world, or abyss) or demiplanes.

Legendary Actions

The guardian 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 guardian regains spent legendary actions at the start of its turn. If the guardian already has legendary actions, it can use the options below in addition to its own legendary actions.

  • Protective Light. The guardian gains 5 temporary hit points and resistance against one damage type of its choice until the start of its next turn.
  • Full Awakening (Costs 2 Actions) The guardian can take one of its actions.
  • Empowered Veneration (Costs 3 Actions). Yellow light washes over target creature, forcing it to follow the commands of the champion. The target must succeed on a DC 20 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, or the target can't take a reaction and takes 5 (1d10) psychic damage.

Regional Effects

  • The guardian can't be surprised and has advantage on attack rolls, ability checks, and saving throws.
  • Any creature of the guardian's choice that starts its turn within 30 feet of the Immortal Sun must make a DC 20 Wisdom saving throw. On a failed save, the creature becomes restrained until the start of its next turn.
  • A bright light in the air with concentric circles and runes appears in the air. As long as the Immortal Sun is activated, it completely blocks interplanar travel across the world. Forms of movement barred by the artifact include astral projection, dimension door, gate, plane shift, and similar spells or abilities.

Part III

Creatures by Guild

Azorious Senate

See pages 183 and 226-228 of the GGR for complete information.

Birds

Azorius uses birds in all their daily affairs. Many judges have owls as familiars to carry trinkets or deliver messages. Giant Eagles are used to fend off drakes from rooftops. Other birds include doves, which are seen as the bringers of peace. A dove of peace is an owl, as described in the Monster Manual (p. 333), but can use the plumes of peace ability and has a challenge rating of 1/8 (25 XP).

Plumes of Peace. While four or more doves of peace are within 30 feet of one another, they can collectively cast calm emotions once per day. Their spellcasting ability is Wisdom (spell save DC 11).

Homunculus

These small one-eyed creatures perform the daily chores all around Azorius territory. Simply tending the gardens, sweeping floors, there is nothing else they'd rather do than staying out of the business of the larger populace. However, now and then, they need to deliver some messages in the big outside world or even act as bait for a criminal. These homunculi use the statistics of a regular homunculus except that they are wingless and have no flying speed.

Sphinx of Judgment

A sphinx of judgment is a gynosphinx, as described in the MM, but it is an Azorius spellcaster with the following wizard spells prepared:
Cantrips (at will): friends, mage hand, message
1st level (4 slots): command, ensnaring strike, shield
2nd level (3 slots): calm emotions, hold person, suggestion
3rd level (3 slots): clairvoyance, counterspell, dispel magic
4th level (3 slots): banishment, divination
5th level (1 slot): dominate person

Encounters
CR Creature Source Page
0 Homunculus MM 188
0 Owl MM 333
1/8 Dove of peace* MM 333
1/4 Giant owl MM 327
1/2 Soldier GGR 226
1/2 Spy Thopter* LGFMR 11
1/2 Warhorse MM 340
1 Animated chained library* CM 24
1 Arbiter* LGFMR 37
1 Giant eagle MM 324
2 Griffon MM 174
3 Arrester (knight or veteran) MM 347, 350
3 Precognitive mage GGR 228
4 Konstructor* LGFMR 39
5 Felidar GGR 199
5 Soulsworn* LGFMR 27
6 Lawmage GGR 228
7 Windreaver (air elemental myrmidon)* MTF 202
8 Diviner* VGM 213
11 Sphinx of judgment (gynosphinx) MM 282
14 Archon of the triumvirate GGR 192
17 Androsphinx MM 281
21 Isperia GGR 227
28 Azor I* LGFMR 4

Monsters with * are added to the original list by this module.

Mounted Encounters
Encounter Stat Blocks
Archon Archon of the triumvirate mounted on a winged felidar
Bonded Ally Any Azorius humanoid mounted on a felidar
Hussar (cavalry) Soldier or knight mounted on a warhorse
Sky Hussar (cavalry) Soldier or knight mounted on a griffon
Named Encounters
Name Appropiate Stat Block Info
Agmand Sarvis Lawmage (human) mounted on a felidar Leader of the Lyev Column
Azor I Azor I Parun
Dovin Baan Diviner (vedalken) Usurper
Fblthp Homunculus with proficiency in Stealth (+4) Always lost
Geetra Precognitive mage (human) Leader of the omnisight project
Isperia Isperia Current guildmaster
Lavinia Arrester or lawmage (human) Mazerunner
Augustin IV/Leonos II Arbiter (human) which can use its final verdict without help Leader of the Sova Column
Uvana Lawmage (vedalken) Leader of the Jelenn Column
Immortal Sun

The Immortal Sun (see page 49) can be activated by one of its guardians.

Boros Legion

See pages 183 and 229-231 of the GGR for complete information.

Titans

Across the ten districts there are ten different gargantuan stone titans that can be animated by the Boros to protect Ravnica from existential threats. The most famous one was Zobor, which was used and subsequently destroyed during the decamillenial. Afterwards, the other statues could not be animated again due to unknown reasons, although the restoration of the Guildpact might have redistributed some of leylines again.

Encounters
CR Creature Source Page
1/8 Guard* MM 347
1/8 Mastiff MM 332
1/4 Frontline medic GGR 231
1/2 Soldier GGR 226
1/2 Viashino (lizardfolk) MM 204
1/2 Warhorse* MM 340
2 Flame-kin (azer) MM 22
2 Griffon MM 174
2 Skyjek roc GGR 219
3 Knight MM 347
3 Veteran MM 350
4 Reckoner GGR 231
5 Battleforce angel GGR 189
6 Boros skyship* LGFMR 9
6 Spark trooper* LGFMR 28
7 Firefist GGR 231
8 Guardian giant GGR 201
10 Deva MM 16
12 Firemane angel GGR 190
15 Boros flying fortress** LGFMR 46
16 Warleader angel (planetar) MM 17
21 Parhelion II** LGFMR 46
21 Warleader angel (solar) MM 18
23 Aurelia GGR 230
23 Titan (colossus of akros)* MOT 218

Monsters with * are added to the original list by this module.

Entries with ** are lairs or other effects

Mounted Encounters
Encounter Stat Blocks
Captain Knight mounted on a warhorse
Skyknight Knight mounted on a skyjek roc
Named Encounters
Name Appropiate Stat Block Info
Anksa Veteran (human) Commander of Zelzo base, Wojek League, and Theater of Integrity
Aurelia Aurelia Current guildmaster
Feather Battleforce angel with wings strapped Former guildmaster and last remaining Razia clone
Grozdan Reckoner (minotaur) Commander of Kamen Fortress and Theater of Order
Nevena Firemane angel A firemane angel that has a grudge against the guildless
Razia Aurelia Parun
Tajic Firefist (human) with armor of invulnerability equipped Commander of Theater of Fortification, Mazerunner, and highest ranking Guildmage
Yaszen Firefist (human) Commander of Horizon Academy and Theater of Recruitment
Boros Flying Fortress

Flying fortresses can only be deployed with explicit permission of a Warleader angel and only Aurelia can deploy their largest fortress Parhelion II.

Errata

Aurelia Receives the ability Flyby to make her similar to all other Ravnican angels.
Battleforce Angel Loses redundant darkvision as they already have truesight.

House Dimir

See pages 184 and 232-233 of the GGR for complete information.

Lupul

Lupul are ancient shapeshifters that consist of many small worm-like creatures. They take the form of any creature they digest. The few that are left are used by the Dimir, although even for them, they are dangerous to control. A lupul is an elder oblex as described in the MTF, but it is a monstrosity instead of an ooze and can't cast dimension door.

Encounters
CR Creature Source Page
0 Librarian (commoner)* MM 345
1/8 Spy bug* LGFMR 6
1/4 Sprite* MM 283
1/2 Shadow MM 269
1 Spy MM 349
1 Thought spy GGR 233
2 Grick MM 173
2 Intellect devourer MM 191
3 Doppleganger MM 82
3 Flying horror GGR 203
4 Mind drinker vampire GGR 224
5 Allip MTF 116
5 Mind mage GGR 233
5 Wraith MM 302
6 Invisible stalker MM 192
7 Grick alpha MM 173
8 Dusktmantle assassin (assassin) MM 343
8 Gloamwing GGR 215
9 Shadow horror GGR 204
10 Lupul (elder oblex)* MTF 219
10 Necrosage* LGFMR 40
10 Nightveil specter GGR 215
11 Moroii* LGFMR 31
15 Skittering horror GGR 205
17 Lazav GGR 232
23 Szadek* LGFMR 32

Monsters with * are added to the original list by this module.

Mounted Encounters
Encounter Stat Blocks
Specter Nightveil specter mounted on a gloamwing
Safe House Wards

Glyphs and other spell traps can be found all around Dimir territory and their mazes. The glyphs listed below are an expanded list from the GGR (see page 135 for specific information) intended to be ready for use.

Small glyph of warding (save DC 13) with either of the following stored spell glyphs: crown of madness, fear, phantasmal force, or explosive runes (5d8 cold damage).

Large glyph of warding (save DC 15) with either of the following stored spell glyphs: compulsion, modify memory, phantasmal killer, or explosive runes (7d8 cold damage).

Other spells Many other spells line the walls and corners of the safe houses. Some of these include: alarm (mental and audible), arcane eye, arcane lock (with passwords), cloud of fog, and magically hidden/invisible doors.

Memory Wall. Most safe houses also hold a sand-like memory wall, where thought strands can be stored without fear of expiration of the strand. Agents add more and more stolen or molded memories to create a large library of information for the Dimir to use, which can be subtracted with a spell or an ability that allows a creature to read or manipulate thoughts (such as detect thoughts or modify memory).

Named Encounters
Name Appropiate Stat Block Info
Szadek Szadek Parun
Lazav Lazav Current guildmaster
Etrata Assassin (dhampir) Usurper
Circu Necrosage Guild champion
Mirko Vosk Mind drinker vampire Maze runner
Millena Mind mage (human) Strongest mind mage
Araithia Shokta Assassin (human) Sleeper agent
Haunt of Hightower Moroii Lurker of the night
Errata

Lazav Receives special equipment in the form of a mantle of illusions. It has AC18 (11 + Dex), gives Magic Resistance, and can cause the armor to assume the appearance of any set of Small or Medium sized clothing or armor of his choice while using Shapechanger Savant. Additionally, Lazav's Innate Spellcasting is now considered Psionics.

Golgari Swarm

See pages 184 and 234-236 of the GGR for complete information.

Woodwraiths

Woodwraiths are mangrove-like creatures that stalk the Undercity swamps. They slowly corrupt their surroundings. These woodwraith uses the statistics of a shambling mound as described in the MM, except it has the False Appearance trait with "While the woodwraith is motionless, it is indistinguishable from an normal tree."

Encounters
CR Creature Source Page
0 Shrieker MM 138
1/4 Devkarin warrior (drow) MM 128
1/4 Fungus drudge (zombie) MM 316
1/4 Vegepygmy VGM 196
1/4 Violet fungus MM 138
1/2 Kraul warrior GGR 213
1/2 Piranha beetles (swarm of insects) MM 338
1/2 Reclaimer (scout) MM 349
1 Golgari Lair** GGR 236
1 Skein spider (giant spider) MM 328
1 Thorny VGM 197
2 Ankheg MM 21
2 Gobbling ooze (gelatinous cube)* MM 242
2 Green jelly (ochre jelly)* MM 243
2 Mossdog* LGFMR 6
2 Ogre zombie MM 316
2 Swarm of maggots* VGR 247
2 Vegepygmy chief VGM 197
3 Erstwhile (wight) MM 300
4 Kraul death priest GGR 214
5 Deadbridge goliath beetle (triceratops) MM 80
5 Devkarin elite warrior (drow elite warrior) MM 128
5 Golgari shaman GGR 236
5 Woodwraith (shambling mound) MM 270
5 Troll MM 291
6 Undercity medusa GGR 222
8 Corpse flower MTF 127
8 Necroplasm* LGFMR 20
8 Ochran assassin (assassin) MM 343
9 Rot troll* MTF 244
10 Sister of stone death* LGFMR 26
14 Devkarin lich GGR 198
15 Skittering horror GGR 205
22 Jarad Vod Savo GGR 235

Monsters with * are added to the original list by this module.

Entries with ** are lairs or other effects

Mounted Encounters
Encounter Stat Blocks
Deadbridge goliath beetle rider Golgari shaman mounted on a deadbridge goliath beetle
Named Encounters
Name Appropiate Stat Block Info
Jarad Jarad Current guildmaster
Storrev Devkarin lich Erstwhile leader
Izoni Golgari shaman (elf) Devkarin Matka
Cevraya Golgari shaman (elf) where giant insect can summon ochre jellies Ooze master
Mazirek Kraul death priest Kraul leader
Varolz Rot troll Maze runner
Sisters of Stone Death Sister of Stone Death Former guildmasters
Svogthir Jarad where Undead Fortitude needs a DC of 0 + the damage taken Parun
Vraska Sister of Stone Death with all traits Ursurper
Golgari Lair

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 Sister of Stone-Death, Golgari shaman, kraul death priest, undercity medusa, or Devkarin lich.

Errata

Deadbridge Goliath Beetle (Triceratops) Increased Trampling Charge from DC 13 to DC 17 Strength saving throw (8 + Prof + Str), as is used by other creatures (such as Mammoths).
Jarad vod Savo Receives truesight 120 ft. instead of darkvision. He is the improved version of the Devrakin Lich which has already truesight, it goes without saying he shouldn't be weaker.

Gruul Clans

See pages 185 and 237-239 of the GGR for complete information.

Hellions

Hellions are worm-like creatures with a funnel-like mouth lines with rows and rows of teeth. They use tendrils on their head to catch their prey. Hellions are revered by the Gruul as the natural manifestation of rage and destruction. These hellions use the statistics of a regular rhemorhaz as described in the MM, but their bite attack is named a tendril attack.

Ragebeasts

The Gruul can bring out the fury in any beast in the list, turning them into ragebeasts. Ragebeasts have the Reckless and Siege Monster traits:

Reckless. At the start of its turn, the ragebeast 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 ragebeast deals double damage to objects and structures.

Encounters
CR Creature Source Page
1/4 Anarch GGR 239
1/4 Boar* MM 319
1/2 Rubblebelt stalker GGR 239
1/2 Viashino (lizardfolk) MM 204
1 Half-ogre MM 238
2 Batterboar (giant boar) MM 323
2 Berserker MM 345
2 Maaka (saber-toothed tiger) MM 336
2 Ogre MM 237
4 Ettin MM 132
5 Elemental (earth or fire) MM 124, 125
5 Hill giant MM 155
5 Spellbreaker LGFMR 42
5 Trog (gladiator) MM 346
6 Cyclops MM 45
6 Huge batterboar (mammoth) MM 332
7 Druid of the Old Ways GGR 239
8 Fomorian MM 136
8 Hydra MM 190
10 Rubble elemental* LGFMR 14
10 Sunder shaman GGR 202
11 Hellion (remorhaz)* MM 258
12 Archdruid* MM 210
14 Wurm GGR 225
18 Borborygmos GGR 238
23 Ilharg* LGFMR 7

Monsters with * are added to the original list by this module.

Mounted Encounters
Encounter Stat Blocks
Giant boar rider Rubblebelt stalker mounted on a batterboar
Maaka rider Rubblebelt stalker mounted on a maaka
Ogre rider Anarch mounted on an ogre
Named Encounters
Name Appropiate Stat Block Info
Borborygmos Borborygmos Burning Tree Clan leader and current "guildmaster"
Cisarzim Borborygmos Parun
Domri Rade Druid of the Old Ways (human) Ursurper
Nikya Druid of the Old Ways (centaur) Zhur-Taa Clan leader and follower of the Old Ways
Ruric Thar Sunder shaman (ettin) Ghor Clan leader
Ulasht Hellion The hate-seed, embodiment of mindless rage

Izzet League

See pages 185 and 240-243 of the GGR for complete information.

Encounters
CR Creature Source Page
0 Attendant (commoner) MM 345
1/4 Apprentice wizard VGM 209
1/4 Pixie MM 253
1/4 Smoke mephit MM 217
1/4 Sprite MM 283
1/4 Steam mephit MM 217
1/2 Ice mephit MM 215
1/2 Magma mephit MM 216
1/2 Scorchbringer guard GGR 243
1/2 Viashino (lizardfolk) MM 204
1 Galvanice weird GGR 209
2 Counterflux blastseeker GGR 242
4 Blistercoil weird GGR 207
4 Cosmotronic blastseeker GGR 242
4 Hundred-Year Storm** LGFMR 48
5 Flux blastseeker GGR 242
5 Galvanic blastseeker GGR 243
6 Chemister (mage) MM 347
7 Fluxcharger GGR 208
8 Nivix cyclops GGR 216
11 Mizzium tank* LGFMR 10
12 Izmundi (archmage) MM 342
12 Arclight phoenix GGR 193
15 Izzet djinn* LGFMR 13
16 Melek* LGFMR 18
26 Niv-Mizzet GGR 241

Monsters with * are added to the original list by this module.

Entries with ** are lairs or other effects

The Firemind

Niv-Mizzet created the Firemind where any member of the Izzet can tap into. It is a psionic repository of ideas used to coordinate experiments and research. Niv-Mizzet only show the part that his underlings need to know, making the true purpose of some experiments impossible to grasp for mortals. Most Izzet guildhalls have a place where members can receive the following traits:

  • (1/Day) The creature regains a spell slot of 3rd level or lower.
  • (1/Day) The creature has advantage on its next Intelligence (arcana) roll.
  • If Niv-Mizzet deems the creature worthy, he can telepathic link with it as if he'd cast telepathy.
Named Encounters
Name Appropiate Stat Block Info
Niv-Mizzet Niv-Mizzet Parun and current guildmaster
Maree Izmundi (goblin) Chamberlain of Niv-Mizzet
Melek Melek Maze runner
Mizzix Galvanic blastseeker or izmundi (goblin) Common researcher promoted to izmagnus
Ral Zarek Galvanic blastseeker (human) which can cast chain lightning 3/day (all traits apply) Highest guildmage
Tibor/Lumia Cosmotronic and flux blastseeker (human) Guild champions
Zomac Hauj Izmundi (human) Ursurper
Hundred-Year Storm

When at least five Izzet scientist work on an experiment together within a laboratory, they can accidentally initiate a hundred-year storm. The group must include Niv-Mizzet or at least one chemister (mage) or izmundi (archmage).

Errata

Niv-Mizzet His level 5, 6, and 7 slots are increased by one (up to 3, 2, and 2 respectively). From his printed stats, Niv-Mizzet should either be a 20th-level spellcaster with increased slots, or lowered to a 16th-level spellcaster. However, I am certain the Firemind with a CR of 26 would have the highest possible amount spell slots.

Orzhov Syndicate

See pages 186 and 244-245 of the GGR for complete information.

Advokist

An Advokist is a mage, as described in the MM, but it knows Common plus any four languages and it is an Orzhov spellcaster with the following wizard spells prepared:
Cantrips (at will): chill touch, friends, guidance
1st level (4 slots): command, detect magic, find familiar (servitor or winged thrull only), illusory script
2nd level (3 slots): blindness/deafness, suggestion, zone of truth
3rd level (3 slots): bestow curse, counterspell, spirit guardians
4th level (3 slots): blight, death ward, Leomund's secret chest
5th level (1 slot): cone of cold, geas

Gargoyles

Gargoyles usually have very loud screams that can alarm other guardians against intruders. However, some of them have such loud pitches that it will damage the intruder itself. These gargoyles have the Shrieking Affliction trait:
Shrieking Affliction. The gargoyle emits destructive energy in a 10-foot cube. Each creature in that area must succeed on a DC 13 Constitution saving throw or take 7 (2d6) thunder damage and be deafened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Encounters
CR Creature Source Page
0 Bat MM 318
0 Commoner MM 345
1/8 Guard MM 347
1/8 Oligarch (noble) MM 348
1/4 Acolyte MM 342
1/4 Giant bat MM 323
1/4 Servitor thrull GGR 221
1/4 Swarm of bats MM 337
1/2 Thug MM 350
1/2 Warhorse* MM 340
1/2 Winged thrull GGR 221
1 Indentured spirit GGR 206
1 Spirit (specter) MM 279
2 Gargoyle MM 140
2 Priest MM 348
3 Knight MM 347
3 Tithe drinker vampire* LGFMR 30
4 Taj (ghost) MM 147
5 Fleshmage* LGFMR 38
5 Thrull grotesque* LGFMR 29
6 Gallow speaker* VGR 234
6 Advokist (mage) MM 347
6 Orzhov giant GGR 202
8 Blood drinker vampire GGR 223
8 Obzedat ghost GGR 245
9 Deathless collector* LGFMR 12
12 Prelate* LGFMR 41
14 Deathpact angel GGR 191
21 Orzhova* LGFMR 24

Monsters with * are added to the original list by this module.

Mounted Encounters
Encounter Stat Blocks
Gargoyle rider Advokist mounted on a gargoyle
Knight of Obligation Knight mounted on a warhorse
Named Encounters
Name Appropiate Stat Block Info
Armin Morov Prelate (human) Acting head of the church, part of the Triumvirate
Kaya PC statblock, see here Ursurper
Maladola Deathpact angel Chief warrior-executioner, part of the Triumvirate
Obzedat members Obzedat ghost Parun (although unknown in its current state) and current guildmasters
Slavomir Zoltan Blood drinker vampire Finance manager of the guild, part of the Triumvirate
Teysa Karlov Advokist Grand Envoy and Maze runner
Tomik Vrona Advokist mounted on a gargoyle Right hand of the Karlov family
Debtors

Any creature with an Intelligent score of 4 or higher can be indebted to a creditor (see page 47).

Errata

Obzedat Ghosts Increased the DC 13 Constitution saving throw to DC 16 (8 + Prof + Wis) for their life drain attack, as is used by other ghost-like creatures (such as Wraiths). They also get expertise in Arcana (+10) so they can at least realistically control their own sphere of annihilation.

Cult of Rakdos

See pages 186 and 246-250 of the GGR for complete information.

Devils and Demons

Rakdos devils are considered demons. They are chaotic evil, they speak Abyssal and not Infernal, and they lack Devil's Sight.

Encounters
CR Creature Source Page
1/8 Bandit MM 343
1/8 Cultist MM 345
1/2 Cackler GGR 195
1/2 Magmin MM 212
1/2 Thug MM 350
1 Quasit* MM 63
1 Rakdos performer (blade juggler, fire eater, or high-wire acrobat) GGR 249
2 Berserker MM 345
2 Cult fanatic MM 345
2 Ogre MM 237
2 Ogre zombie* MM 316
2 Rakdos lampooner GGR 248
2 Swarm of hell rats LGFMR 7
3 Hell hound MM 182
3 Nightmare MM 235
3 Ogre chain brute MTF 221
3 Rakdos lair** GGR 250
4 Driller* LGFMR ??
5 Barbed devil MM 70
5 Cambion MM 36
6 Bloodfray giant GGR 200
7 Blood witch GGR 248
7 Ringmaster LGFMR 43
8 Chain devil* MM 72
9 Blood witch (coven)** LGFMR 58
9 Master of cruelties GGR 196
9 Shadow horror GGR 205
11 Horned devil MM 74
12 Avatar of discord (erinyes)* MM 73
12 Sire of insanity GGR 197
13 Massacre Girl LGFMR 17
24 Rakdos GGR 247

Monsters with * are added to the original list by this module.

Entries with ** are lairs or other effects

Blood Witch Coven

When blood witches must work together, they form covens to perform rituals and please their lord Rakdos. A coven is made up of witches whom are all equals within the group. However, each of the witches schemes to get more favor from Rakdos than the others. A blood witch that is part of a coven has a challenge rating of 9 (5,000 XP).

A coven consists of three blood witches so that any arguments between two witches can be settled by the third. A rakdos riteknife is often used in their rituals.

Shared Spellcasting. While all three members of a witch coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:

1st level (4 slots): identify, ray of sickness

2nd level (3 slots): hold person, locate object

3rd level (3 slots): bestow curse, counterspell, fireball

4th level (3 slots): confusion, phantasmal killer

5th level (2 slots): contact other plane (abyss only), dance macabre, raise dead

6th level (1 slot): blade barrier

For casting these spells, each witch is a 12th-level spellcaster that uses Charisma as her spellcasting ability. The spell save DC is 15, and the spell attack bonus is +7.

Named Encounters
Name Appropiate Stat Block Info
Exava Blood witch with a rakdos riteknife equipped Highest ranking blood witch
Hekara Blood witch which can innately cast cloud of daggers (3rd level) at will Most favored blood witch
Judith Ringmaster Grand dame and scourge diva
Juri Ringmaster Master of ceremonies
Massacre Girl Massacre girl Most ruthless assassin
Rakdos Rakdos Parun and guildmaster
Rakdos Carnival

When at least six Rakdos performers perform together in public, they can call on the carnival to aid them. The group must include Rakdos/Massacre Girl or at least one blood witch, troupe master, or master of cruelties.

Selesnya Conclave

See pages 186-187 and 251-253 of the GGR for complete information.

Phytohydra

The phytohydra is a carnivorous plant which regrows heads like a hydra. Planting them has disastrous consequences if not properly taken care of. A phytohydra is a hydra, as described in the MM, but is a plant instead of monstrosity.

Wurmcaller

Wurmcallers are druids that can tame and control the Conclave's wurms. They are very valuable members that have a wide area of expertise. A wurmcaller is an archdruid, as described in VGM, but all of their spells and abilities that affect beasts can also affect wurms. In addition, they are proficient in Wisdom (Animal Handling) with +9.

Encounters
CR Creature Source Page
0 Hawk* MM 330
0 Small nature elemental (awakened shrub) MM 317
1/8 Twig blight MM 32
1/4 Axe beak MM 317
1/4 Needle blight MM 32
1/2 Scout MM 349
1/2 Soldier GGR 226
1/2 Vine blight MM 32
1 Dire wolf MM 321
1 Dryad MM 121
1 Horncaller GGR 253
2 Druid MM 346
2 Huge nature elemental (awakened tree) MM 317
2 Pegasus MM 250
2 Priest MM 348
2 Rhinoceros* MM 336
3 Archer VGM 210
3 Healer* LGFMR 38
3 Knight MM 347
3 Veteran MM 350
5 Earth elemental MM 124
5 Quietman LGFMR 42
5 Shambling mound MM 270
5 Wood woad VGM 198
6 Giant beast (mammoth)* MM 332
7 Woodshaper* LGFMR 44
8 Phytohydra (hydra)* MM 190
9 Conclave dryad GGR 194
9 Treant MM 289
11 Living temple* LGFMR 15
12 Wurmcaller (archdruid)* VGM 210
14 Wurm GGR 225
18 Trostani GGR 252
23 Awakened Vitu-Ghazi* LGFMR 16

Monsters with * are added to the original list by this module.

Mounted Encounters
Encounter Stat Blocks
Equenaut (cavalry) Scout or archer mounted on a pegasus
Ledev guardian (outrider) Knight mounted on a dire wolf
Rhino charger Soldier mounted on a rhinoceros
Wurm rider Wurmcaller mounted on a wurm
The Worldsoul

Everyone connected with the Selesnya Conclave has in some way faith in the Worldsoul, the all compassing essence of the world around them. Everything is connected and Trostani, the vodas, and the strongest devotes can commune with it. When at a vernadi, it might be possible once a day to feel a momentary impression of the Worldsoul as if the person has cast commune.

Named Encounters
Name Appropiate Stat Block Info
Alcarus Archer (elf) Teacher of the Kasarna training grounds, high council
Emmara Tandris Elf with stats of a conclave dryad Maze runner, high council
Mat'Selesnya Trostani plus Vitu-Ghazi Parun
Sadruna Woodshaper (elf) Shaper of the Sumala garden, high council
Saint Bayul Healer (loxodon) Living saint
Suniel Woodshaper (elf) Merger of Trostani, high council
Trostani Trostani Current guildmaster

Simic Combine

See pages 187 and 254-255 of the GGR for complete information.

Terraformer

A Terraformer is a mage, as described in the MM, but it is a 11th-level Simic spellcaster with the following wizard spells prepared:
Cantrips (at will): acid splash, druidcraft, light, mold earth
1st level (4 slots): earth tremor, detect poison and disease, expeditious retreat
2nd level (3 slots): continual flame, gust of wind
3rd level (3 slots): fireball, water breathing, wind wall
4th level (3 slots): ice storm, freedom of movement
5th level (2 slot): creation, transmure rock
6th level (1 slot): move earth

Encounters
CR Creature Source Page
0 Homunculus MM 188
1/8 Giant crab* MM 324
1/8 Merfolk MM 218
1/2 Hybrid spy GGR 218
1 Category 1 krasis GGR 210
1 Giant octopus MM 326
1 Hybrid poisoner GGR 217
1 Hybrid shocker GGR 218
2 Forcemage (druid) MM 346
2 Green jelly (ochre jelly)* MM 243
2 Hybrid brute GGR 217
2 Hybrid flier GGR 217
2 Plesiosaurus MM 80
3 Doctor (healer)* LGFMR 38
3 Killer whale MM 331
3 Miming slime* LGFMR 20
3 Zeppelid* LGFMR 34
5 Giant crocodile* MM 324
5 Giant shark MM 328
6 Category 2 krasis GGR 211
6 Terraformer (mage)* MM 347
9 Apex hybrid LGFMR 36
10 Biomancer GGR 256
12 Forcemage (archdruid)* VGM 210
13 Skyswimmer GGR 220
16 Category 3 krasis GGR 212
16 Zegana GGR 255
17 Dragon turtle MM 119
20 Experiment Kraj* LGFMR 21
23 Kraken MM 197

Monsters with * are added to the original list by this module.

Named Encounters
Name Appropiate Stat Block Info
Experiment Kraj Experiment Kraj Greatest creation
Lonis Hybrid spy (simic hybrid) Cryptozoologist and author of this book
Momir Vig Zegana (elf) Creator of cytoplasts, former guildmaster
Roalesk Apex hybrid (simic hybrid) First result of the Guardian Project
Simic Zegana (vedalken) Parun
Trifon Forcemage (simic hybrid) Speaker of Zonot Four
Vannifar Zegana (simic hybrid) Speaker of Zonot Three, current guildmaster
Vorel Biomancer (merfolk) Leader of the Hull Clade, maze runner
Zegana Zegana Speaker of Zonot One, former guildmaster

Guildless Creatures

Important to note is that any creature in the other guild lists are also possible to encounter as guidless. Even creatures such as an Archon of the Triumvirate, an Izzet Djinn, or a Warleader angel could have been demoralized by the stance of its own guild and began acting on their own.

Encounters
CR Creature Source Page
x Appendix A (beasts) MM 317
x Appendix B (npcs) MM 342
0 Beggar* LGFMR 37
0 Commoner MM 345
0 Small drake (eagle) MM 322
1/8 Bandit MM 343
1/8 Cultist MM 345
1/8 Dromad (camel) MM 320
1/8 Giant rat MM 327
1/8 Guard MM 347
1/8 Mule MM 333
1/8 Noble MM 348
1/2 Duskshell crawler (rust monster)* MM 262
1/4 Boar MM 319
1/4 Brushstrider (elk) MM 322
1/4 Giant centipede MM 323
1/4 Swarm of rats MM 339
1/4 Wind drake (pteranodon) MM 80
1/2 Gray ooze* MM 243
1/2 Thug MM 350
1 Large drake (giant eagle) MM 324
2 Bandit captain MM 344
2 Carrion crawlers MM 37
2 Ceratok (rhinoceros) MM 336
2 Nephilim cultist (cult fanatic) MM 345
2 Raktusk (giant elk) MM 325
2 Windstorm drake (dragonnel)* FTD 190
4 Ghost MM 147
4 Indrik (elephant) MM 322
5 Otyughs MM 248
5 Revenant MM 259
6 Krovad (mammoth) MM 332
6 Lesser demon (vrock)* MM 64

Monsters with * are added to the original list by this module.

Part IV

References and Credits












Artists

All art used for creatures and chapters are taken from Magic: The Gathering card artwork. The mtg artists are listed below:

Artists
Page Creature Artist
1 Front Page Titus Lunter
3 Part I: Bestiary Andrew Mar
4 Azor I Ryan Pancoast
6 Spy Bug James Paick
7 Ilharg Filip Burburan
11 Pavement Sweeper Izzy
11 Spy Thopter Magali Villeneuve
12 Deathless Collector Seb McKinnon
13 Izzet Djinn Michael Sutfin
14 Rubble Elemental Raymond Swanland
15 Living Temple Chase Stone
16 Awakened Vitu-Ghazi Jaime Jones
17 Massacre Girl Chris Rallis
18 Melek Jason Chan
19 Miming Slime Svetlin Velinov
20 Necroplasm rk Post
21 Experiment Kraj Mark Tedin
23 Orzhova D. Alexander Gregory
25 Sisters of Stone-Death Donato Giancola
27 Soulsworn James Ryman
28 Spark Trooper James Ryman
30 Tithe Drinker Vampire Slawomir Maniak
31 Moroii Dan Scott
32 Szadek D. Alexander Gregory
34 Zeppelid Ittoku












Page Creature Artist
36 Apex Hybrid Svetlin Velinov
37 Arbiter Zoltan Boros
38 Driller Zoltan Boros & Gabor Szikszai
40 Necrosage Daarken
41 Prelate Adam Rex
42 Spellbreaker Mark Behm
43 Ringmaster Dmitry Burmak
44 Woodshaper Sara Winters
45 Part II: Lairs John Severin Brassell
46 Parhelion II Adam Paquette
47 Hundred-Year Storm Svetlin Velinov
48 Immortal Sun Kieran Yanner
50 Part III: Creatures by Guild Viktor Titov
Other

D&D Watercolor Stains Gallery by Jared Ondricek: link
Consolidated Ravnica creature tables by /u/Rururrur: link

The

End

Although....

What is Nicol Bolas up to these days?

 

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