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
***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. \pagebreakNum ___ ___ > ## 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 > >
> Challenge 2 (450 XP) > > Proficiency Bonus +2 > >
> Challenge 1/8 (25 XP) > > Proficiency Bonus +2 > >
> Challenge 23 (50,000 XP, or 100,000 XP as mythic encounter) > > Proficiency Bonus +7 > >
> Challenge 6 (2,300 XP) > > Proficiency Bonus +3 > >
> Challenge 11 (7,200 XP) > > Proficiency Bonus +4 > >
> Challenge 3 (700 XP) > > Proficiency Bonus +2 > >
> Challenge 1/2 (100 XP) > > Proficiency Bonus +2 > >
> Challenge 9 (5,000 XP) > > Proficiency Bonus +4 > >
> Challenge 15 (13,000 XP) > > Proficiency Bonus +5 > >
> Challenge 10 (5,900 XP) > > Proficiency Bonus +4 > >
> Challenge 23 (50,000 XP) > > Proficiency Bonus +7 > >
> Challenge 13 (10,000 XP) > > Proficiency Bonus +5 > >
> Challenge 16 (15,000 XP) > > Proficiency Bonus +5 > >
> Challenge 8 (3,900 XP) > > Proficiency Bonus +3 > >
> Challenge 20 (25,000 XP as large encounter, 50,000 XP as huge encounter, or 75,000 XP as gargantuan encounter) > > Proficiency Bonus +6 > >
> Challenge 21 (33,000 XP) > > Proficiency Bonus +7 > >
> Challenge 5 (1,800 XP) > > Proficiency Bonus +3 > >
> Challenge 1 (200 XP) > > Proficiency Bonus +2 > >
> Challenge 0 (0 or 10 XP) > > Proficiency Bonus +2 > >
> Challenge 4 (1,100 XP) > > Proficiency Bonus +2 > >
> Challenge 12 (8,400 XP) > > Proficiency Bonus +4 > >
> Challenge 7 (2,900 XP) > > Proficiency Bonus +3 > >