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4/20/2019 The Homebrewery - NaturalCrit

Glowspore Mushrooms Zombie Fungus


Description: These mushrooms are illuminated by Description: This fungus uses living creatures to spread
thousands of glowing spores, and can be used as lanterns its spores, by overriding their brains with a desire to reach
by undercity travellers. While they are safely edible, if the ideal location to spread its spores. When the infected
incorrectly prepared they can confer the same properties to creature has reached the top of the nearest tall structure,
those that eat them. the fungus grows out of the creature, nurtured on the
Appearance: Slender green mushrooms with long stems victim's nutrients, until it is able to release spores that drift
and small bell shaped caps. down to the ground, where they will eventually grow into
Habitat: Grow happily almost anywhere in the Undercity, more fungi.
often scattered in beds of other fungi. These mushrooms Appearance: Long thin stems, which occasionally end in
are known to form great beds in areas of plentiful biomass, rounded heads.
and can overtake areas of rot-farm as a result. Habitat: Mangrove Roots
Effect: The mushrooms glow, providing bright light in a Effect: If a living creature inhales the spores of a zombie
5-foot radius and dim light for an additional 15 feet. If the fungus, it must make a DC 18 Constitution saving throw.
mushroom is picked, it ceases glowing after 24 hours. If a On a failed save, the gains the following effects:

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living creature consumes a lamplight mushroom it must The creature ignores any threats to it.
make a DC 12 Constitution saving throw. On a failed save, The creature cannot be charmed or frightened.
the creature glows green for the remainder of the 24 hours The creature focuses on climbing the nearest tall
since that mushroom was picked. The creature provides structure, and gains advantage on all Strength
bright light in a 5-foot radius and dim light for an additional (Athletics) checks made to climb. When it reaches the

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15 feet, and has disadvantage on all Dexterity (Stealth) highest point, the creature locks itself in place, gaining
checks for the duration. This effect can be prevented by the paralysed condition.
boiling the mushroom for one minute or more. Each hour, the creature's maximum hit points are
reduced by 3d10. When its hit point maximum is
reduced to zero, the creature dies.
When the creature dies, its body remains locked in its
current position, and zombie fungus sprout from its
mouth, eyes, and any other weaker points in its body,
e releasing spores over an area of 500 feet. These spores
do not have the same effect, but grow into new zombie
fungus if they land in dark, damp areas.
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Wolf's Fang
Description: Named for its gory appearance, this bark
fungus carries Ravnica's deadliest neurotoxin. The poison
incapacitates one who consumes it, then continues to work
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through them until they are killed. If poisoned this way, and
individual needs help nearby, as they will not be able to
save themselves.
Appearance: Triangular pale fungi covered in glistening
red droplets that resemble blood. The underside is covered
in pointed spines, which, combined with the blood-like
droplets, give fungus its name.
Habitat: Bark of large plants, such as tree stumps. While
most common in the undercity, it often grows in above-
ground woodlands, such as those tended to by the
Selesnya, who quickly destroy it when they find it.
Effect: If a living creature consumes wolf's fang fungus,
it must make a DC 20 Constitution saving throw. On a
failed save, the creature is incapacitated for the duration of
the poisoning, taking 1d12 poison damage every 5 minutes.
Whenever the creature suffers this damage, it may repeat
the save, ending the effect on itself on a success.
3: FUNGI
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4. Undercity Bestiary and Encounters


Monsters Sewers
The undercity is home to a huge variety of fauna that are Ravnica's sewers are jointly-managed by the Izzet League
all-but unknown to the surface dwellers. Creatures from and the Golgari. Rumours persist of sewer leviathans
the undercity that find their way to the surface are often lurking in these winding channels, but alleged sightings of
treated as legendary monsters (and are promptly slain by these monsters are dismissed as misidentification or the
the Boros Legion), but many unknown monstrosities dwell witnesses' eyes playing tricks on them.
far out of sight and out of mind of all but the golgari.
Groodions, large disgusting omnivores, and mossdogs, Corpsefloat Valves
predatory fungi resembling wolves, are common, even The Golgari manage areas of sewer under their control
enough to be known about on the surface. Other larger using walls of fungal growth that function as sluices,
creatures are lesser known; stiltstriders and korozda blocking tunnels to aid the Golgari in using the Undercity's

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monitors are two giant beasts that are regularly waterways for transport, creating controlled flows for the
domesticated by the golgari, but can also be found easy moving of goods, either in small barges, or by floating
throughout the undercity. them in the water - transporting bodies in this manner is
what gives these valves their name.
New Undercity Monsters A corpsefloat valve appears as a wall of fungi and

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Challenge Creature vegetation, and can be opened using the druidcraft cantrip.
2 Stiltstrider Depending on from which side it is opened, an unwitting
caster may find themself suddenly riding the flow of water
3 Mossdog into a much larger waterway, or washed away by an
4 Groodion incoming deluge of sewer water. A character caught in
5 Korozda Monitor
either situation can make a DC 13 Strength saving throw,
provided they have something to grab onto, to resist the
8 Giant Adephage flow of water on a successful save, or be washed away on a
18 Nightmare Sphinx e failed save.
20 Sewer Leviathan
The Deep Undercity
Fungal Infestations The deeper that one travels into the undercity, the further
from a city it seems. The deepest caves as wild and
As the undercity is heavily overgrown with fungi, a journey untamed as the Gruul-dominated rubblebelts on the
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into Ravnica's underground depths will inevitable be surface, eroded architecture that went out of style millenia
through tunnels lit by the glow of bioluminescent ago being replaced by naturally eroded tunnels through
mushrooms. As such, the monsters that inhabit the uncut rock. Tunnels this far down are unfamiliar to most of
undercity can often be found under the effects of fungi. the golgari, and the environments vary like nowhere else of
Groodions are voracious, and while their diet makes Ravnica. Chambers of massive crystals, tunnels heated by
them innately resilient, they can be found under the effects magma, extinct volcanic tunnels, and deep black lakes are
of any type of fungi, such as searching for a route upwards only some of the unusual features in these cavers out of the
when under the effects of zombie fungus, or glowing after city's reach.
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consuming glowspore mushrooms. Korozda monitors are These depths are sparsely lit by occasional glowing
host to a variety of fungal species growing on their dead mushrooms, and are home to scattered kraul populations,
skin, carrying fungi with potentially deadly effects that the as well as some of the forgotten creatures that rarely
colossal lizards are immune to after centuries of symbiosis venture any closer to the surface. Natural life in the deep
between them and their fungi. undercity favours smaller creatures, as the tightened
spaces provide protection from predators. The size
Marshes restriction naturally does not apply to burrowing creatures
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Many chambers of the undercity are flooded by vast pools like the giant adephage and wurms. As with the rest of the
of stagnant water. These underground wetlands are undercity, fungi, mosses, slimes and molds are common,
populated by pale-leaved undercity mangroves, zombie and make up the majority of non-animal life, with many
fungus, and algae, and are breeding grounds for many of species adapted to the varied environments, even up to
the undercity insects that spawn in water. seperate species evolving in individual chambers to make
Due to the lack of sunlight, many of the plants in these the most of their unique resources. On rare occasions,
swamps are predatory, known collectively as woodwraiths Simic krasis (of any category) are known to find their way
(using the rules for awakened trees). Woodwraiths are into the deep undercity through the tunnels that open into
ambush predators, indistinguishable from the other trees the undersea.
until they attack. Travelling these depths requires careful planning, and
appropriate equipment, as a journey may lead through
flooded caverns, down vertical shafts, and across flows of
molten rock.

4: BESTIARY AND ENCOUNTERS


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Never really alone. One giant adephage is a terrifying
Giant Adephage threat, but the true danger comes from their ability to leave
pheremonic trails as they burrow, which attract others of
Colossal burrowing beetles, giant adephages are known for
the pheremonic trails that lead more of their kind into
combat when one is attacked.
Burrowing titans. The giant adephage is one of the
largest species of beetle on Ravnica, rivaling in size the
e their species. Scholars are not entirely sure of the purpose
of this, but it ensures that they are never alone when in
danger, ensuring the survival of the species.
Follow the tunnels. The tunnels left in the wake of a
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great beasts that walk the surface. One would assume that giant adephage often open convenient shortcuts through
their titanic size would make living in the undercity difficult the undercity. Some golgari reclaimers keep a close eye on
for such creatures, but their capability to burrow means these tunnels, as on rare occasions a giant adephage may
that the tighter passages of the undercity are never left open a long-forgotten chamber disconnected from the rest
small enough to pose them a challenge when they have of the undercity, perhaps even dating from before the
passed. signing of the guildpact.
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Giant Adephage Pheromonic Trail. The giant adephage's pheromone


trail may lead another of its kind towards it. When
Gargantuan beast, unaligned
the giant adephage is in combat, roll 1d8 at the start
Armor Class 17 (natural armor) of a giant adephage's turn in initiative. On a 1,
Hit Points 126(11d12 + 55) another giant adephage burrows out of the ground
Speed 30ft., burrow 20ft. 120 feet away from this giant adephage, and enters
combat, rolling initiative.
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Titanic Emergence. When the adephage ends its


STR DEX CON INT WIS CHA movement by emerging after burrowing, all creatures
24 (+7) 10 (+0) 21 (+5) 3 (-4) 11 (+0) 5 (-2) within 5 feet of the point where it ends that
movement must succeed on a DC 15 Dexterity
Saving Throws Con +8, Wis +3 saving throw or fall prone and take 13 (3d8)
Senses Darkvision 120 ft., Tremorsense 120ft., bludgeoning damage.
passive Perception 10
Languages - Actions
Challenge 7 (2,9000 XP) Multiattack. The giant adephage makes one attack
with its mandibles and two with its trample.
Tunneler. The adephage can burrow through solid
rock at half its burrow speed and leaves a 15-foot- Mandibles. Melee Weapon Attack: +10 to hit, reach
diameter tunnel in its wake. 10ft., one target. Hit: 18 (2d10 + 7) slashing
damage.
Trample. Melee Weapon Attack: +10 to hit, reach
10ft., one target. Hit: 14 (2d6 + 7) bludgeoning
damage.

4: BESTIARY AND ENCOUNTERS


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Groodion
Groodions are among the most disgusting creatures on Groodion
Ravnica, grotesque armor-plated monstrosities that eat Large monstrosity, neutral evil
whatever they can, leaving a trail of toxic drool in their Armor Class 15 (natural armor)
wake. Hit Points 114 (12d10 + 48)
Misshapen monsters. Groodions can vary greatly in Speed Speed 30 ft.
their shape, "groodion" being a catch-all term for
unidentified creatures of the undercity that share a few
basic features: resilience, claws, insatiable hunger, and STR DEX CON INT WIS CHA
toxic drool. It's hard to tell with some groodions if they even 16 (+3) 9 (-1) 19 (+4) 7 (-2) 11 (+1) 8 (-1)
have eyes, as they may be hidden beneath translucent
armor plating. Saving Throws Con +8
Voracious omnivores. The eating habits of groodions Skills Stealth +3
are indiscriminate - any biological matter thay have access

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Damage Immunities Acid, poison
to is something they'll consider food. As a result, groodions Condition Immunities Prone
have what is likely the toughest digestive system on Senses darkvision 60 ft., passive Perception 11
Ravnica. Their drool is enough to kill anything not already Languages -
dead as they eat it, and their internal organs being virulent Challenge 4 (1,100 XP)
enough to break down anything the groodion eats mean

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that eating the meat of a groodion should never be advised. Indomitable digestion. The groodion has
Toxic drool. While the saliva of groodions does serve the advantage on Constitution saving throws against
same function as other creatures' saliva, aiding digestion, any effect that would result from it eating
groodion's drool is a potent weapon, even before the first something.
bite. Many variations of groodion have been known salivate
in an inordinate quantity onto their food before eating. This Steadying Claws. The groodion suffers no
penalties from difficult terrain, and is immune to
is also applied when hunting live prey, the groodion using the effects of its drool, the spell grease, and other
its drool to coat the area around it, creating a slippery toxic similar effects that would make it slip.
deathtrap.
Actions
e Multiattack. The groodion makes one attack with
its bite and two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
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one target. Hit: 11 (2d6 + 4) piercing damage. If
the target is a creature, it must succeed on a DC
14 Constitution saving throw or take 7 (2d6)
acid damage.
Claw. Melee Weapon Attack: +5 to hit, reach
10ft., one target. Hit 7 (1d6 + 4) piercing
damage.
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Drool (Recharge 5-6). The groodion excretes toxic


drool on the ground to cover a 20-foot square,
within 5 feet of it. That area becomes difficult
terrain. When the groodion takes this action, each
creature standing in the affected area must
succeed on a DC 14 Dexterity saving throw or fall
prone and take 7 (2d6) acid damage. A creature
that enters the area or ends its turn there must
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also succeed on a DC 14 Dexterity saving throw


or fall prone and take 7 (2d6) acid damage. The
area remains under this effect for ten minutes.

4: BESTIARY AND ENCOUNTERS


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