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Lonis's Guide to Forgotten

Monsters of Ravnica
Part II: Lairs
Table of Contents Boros Sky Fortresses 46
Part I: Bestiary Parhelion II 46
Debtors 47
Azor 1 4 Hundred-Year Storm 48
Beasts 6 Immortal Sun 49
Mossdog 6
Spy Bug 6 Part III: Creatures by Guild
Swarm of Hell Rats 7
Ilharg 7 Azorius Senate 51
Constructs 9 Birds 51
Boros Skyship 9 Homunculus 51
Mizzium Tank 10 Sphinx of Justice 51
Pavement Cleaner 10 Boros Legion 52
Spy Thopter 11 Titans 52
Deathless Collector 12 House Dimir 53
Izzet Djinn 13 Lupul 53
Living Structures 14 Safe House Wards 53
Rubble Elemental 14 Golgari Swarm 54
Living Temple 15 Woodwraiths 54
Vitu-Ghazi 16 Gruul Clans 55
Massacre Girl 17 Hellions 55
Melek 18 Ragebeasts 55
Oozes 19 Izzet League 56
Miming Slime 20 The Firemind 56
Necroplasm 20 Orzhov Syndicate 57
Experiment Kraj 21 Advokist 57
Orzhova 23 Gargoyles 57
Sisters of Stone Death 25 Cult of Rakdos 58
Soulsworn 27 Devils and Demons 58
Spark Trooper 28 Blood Witch Coven 58
Thrull Grotesque 29 Selesnya Conclave 59
Vampires 30 Phytohydras 59
Tithe Drinker Vampire 30 Wurmcaller 59
Moroii 31 The Worldsoul 59
Szadek 32 Simic Combine 60
Zeppelid 34 Terraformer 60
NPCs Extended 35 Guildless Creatures 61
Apex Hybrid 36
Arbiter 37 Part IV: References and Credits
Beggar 37 Artists 63
Driller 38 Other 63
Fleshmage 38
Healer 39
Konstructor 39
Necrosage 40
Prelate 41 Abbreviations:
Quietman 42 LGFMR = Lonis's Guide to Forgotten Monsters
Spellbreaker 42 of Ravnica (this book)
Ringmaster 43 GGR = Guildmaster's Guide to Ravnica
Woodshaper 44 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

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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

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Azor I Absolution of the Guildpact. In the original pact, there
Known as the Arbiter of Law and the first Supreme Judge, was one loophole. House Dimir was a guild hidden in
Azor is the parun of the Azorius Senate. He came from secrecy, where no other guild might reveal their existence to
another world to restore the chaos on the plane of Ravnica. the populace. They were meant to keep the other guilds in
As an immensely powerful lawmage, hieromancer, and check and test strength of the Guildpact. The Boros, on the
sphinx, he deems himself to be the perfect judge. His word is other hand, were tasked to protect the Guilpact (and Ravnica)
law and everyone should be grateful for his attention. against any perceived danger. When Szadek feigned to be a
The Guildpact. Azor wrote and casted one of the most danger for the pact, the Boros Wojek Agrus Kos was bound to
powerful and complex spells in the multiverse: the Guildpact. publicly arrest him and out the Dimir. This broke the pact and
He managed to convince the other guild paruns to collaborate the world of Ravnica fell into chaos again.
to create, in his mind, the perfect government system. The Implicit Maze. Still, even when the pact broke, not all
However, Azor suddenly vanished and the guilds were left was lost for the guilds. Azor created a contingency plan: the
with their own interpretations of the pact. The guilds made Implicit Maze. If the guilds could work together, the
their own plans and began scheming to get as much power as Guildpact could be restored. With careful planning and
possible. Although the pact held together, which resulted in intrigue, Jace Beleren, a mindmage and planewalker,
relative peace, none of them could get rid of the intricate and managed to keep all guildmasters away from this power and
unbreakable bindings. This meant they became stuck in their solved the maze. Some balance was restored, but it means
tasks as stipulated by the pact which became more and more this person needs to stay on Ravnican soil.
extreme with no way to escape. Only a delicate balance The Immortal Sun. Azor is associated with creating the
remained where one small thread might snap it all. Immortal Sun, a very powerful artifact that is rumored to
have the power of an empire, command over nature, and
Azor's Traits eternal life. It is even said it can pull other creatures from
Ideal: "The law is sacred." across the multiverse through the blind eternities. Its less
Bond: "Every world and creature should be able to live in a known purpose is to deny planeswalkers from traveling away,
perfectly attuned society." essentially trapping them on a plane. However, it is said that
Flaw: "My systems are perfect. If they break, the fault lies Azor never use it and the knowledge of its whereabouts might
with those that are not worthy of such a gift." be hidden away by the Azorius.

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Beasts
Even though civilization is dominating the Ravnican Spy Bug
landscape, beasts are still thriving all over the plane. From Tiny beast, neutral evil
the large Indrik and Ceratok packbeasts in the streets, to the
small rats in the Undercity, to the primal hunters in the Armor Class 13 (natural armor)
Rubblebelt. When people look around, they are everywhere. Hit Points 3 (2d4 - 2)
Speed 5 ft., fly 30 ft.
Mossdog
Mossdogs are large dogs-like animals with vines and fungi
growing on their backs. Hunters of the sewers and night, they STR DEX CON INT WIS CHA
are trained by the Golgari as guardians and loyal pets. 1 (-5) 16 (+3) 8 (-1) 3 (-4) 13 (+1) 2 (-4)

Spy Bug Skills Preception +3, Stealth +7


Dimir spies are not always able to listen to every conversation Senses darkvision 30 ft., passive Perception 13
or get into every building. To circumvent this inconvenience, Languages —
they use the tiny spy bugs. These are magically enhanced Challenge 1/8 (25 XP) Proficiency Bonus +2
insects that can record everything they see and hear, which
can then later be retrieved by their owner. They are also Recording. The bug records everything it sees and
equipped with a poisonous needle to remove any problematic hears, which it will store for 24 hours. A friendly
adversaries. Essential for any well executed spy job. 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
Mossdog strand of the recording and erase it directly from the
bug.
Large beast, neutral evil
Spider Climb. The bug can climb difficult surfaces,
including upside down on ceilings, without needing
Armor Class 15 (natural armor)
to make an ability check.
Hit Points 53 (6d10 + 18)
Speed 50 ft. Actions
Inject Poison (2/Day). Melee Weapon Attack: +5 to
STR DEX CON INT WIS CHA hit, reach 5 ft., one creature. Hit: 1 piercing damage,
and the target must make a DC 13 Constitution
17 (+3) 14 (+2) 16 (+3) 2 (-3) 10 (+0) 7 (-2) saving throw, taking 10 (3d6) poison damage on a
failed save, or half as much damage on a successful
Skills Perception +2, Stealth +4 one. If the poison damage reduces the target to 0
Senses darkvision 120 ft., passive Perception 12 hit points, the target is stable but poisoned for 1
Languages — hour, even after regaining hit points, and is
Challenge 2 (450 XP) Proficiency Bonus +2 paralyzed while poisoned in this way.

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.

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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 It i


Raze
Hell Rats are attracted to the carnival leftovers of the Rakdos. Stalk
The rats can be found anywhere where they can cleanup their
some body parts of a slaughterhouse party or from an unkn
exploding performance. Im
he do
Ilharg, the Raze-Boar
Ilha
According to the Old Ways of the Gruul, the awakening of Ideal
Ilharg is the first revelation of the End-Raze, the apocalypse Bond
that will end all civilization and return Ravnica to its primal to fun
state. Ilharg's hoofs will trample down every brick of the city Flaw
and its flaming roar will burn down the citadels out of the
skies. All the the while warbands will crush any leftover
resistance.

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Mizzium Tank
Constructs Mizzium can be used for anything, so why not for a self-
Ravnica is a plane with highly advanced technology. thinking tank? The adaptable metal has a very sturdy
Electricity and plumbing is widely used by most of the guilds protection against sudden impacts and can quickly be molten
and many of them even use mechanically driven constructs, into hot explosions.
going as far to rely on them for their daily needs. In this
section, some constructs are listed than can be found Pavement Sweeper
patrolling the streets all day and night.
Constructed Nature. A construct doesn't require air, food, It is unclear who makes these cleaning constructs that can be
drink, or sleep. found all across the city. It is certain that the streets would be
a lot more filthy without them. The sweepers roam endlessly,
Boros Skyship scrubbing away the refuse and anything else too slow or too
clumsy to get out of their way.
To support the sky theater of the skyjecs and giant floating
citadels, the Boros use skyships to quickly deploy soldiers Spy Thopter
anywhere on the battlefield. They can also be used to scout
unknown territories and catch unsuspecting perpetrators in The more tensions develop between the guilds, the more the
the night. 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.

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Mizzium Tank Pavement Sweeper
Large construct, unaligned Medium construct, unaligned

Armor Class 18 (mizzium plate armor) Armor Class 13 (natural armor)


Hit Points 228 (21d10 + 96) Hit Points 78 (12d8 + 24)
Speed 50 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 19 (+4) 1 (-5) 5 (-3) 1 (-5) 14 (+2) 8 (-1) 15 (+2) 5 (-3) 12 (+1) 1 (-5)

Saving Throws Str +11, Con +8 Skills Perception +3, Sleight of Hand +1
Skills Athletics +11, Perception +1 Damage Immunities poison, psychic
Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened,
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified,
exhaustion, frightened, paralyzed, petrified, poisoned
poisoned Senses passive Perception 13
Senses blindsight 90 ft. (blind beyond this radius), Languages —
passive Perception 11 Challenge 3 (700 XP) Proficiency Bonus +2
Languages —
Challenge 11 (7,200 XP) Proficiency Bonus +4 Trash or Treasure. The sweeper indiscriminately picks
up anything it finds on the streets. When the cleaner
Mizzium Alloy. Any critical hit against the tank is destroyed, roll a d10 on the garbage bin table for
becomes a normal hit. When the tank is subjected an item that can be found between the garbage.
to a magical effect that allows it to make a saving
throw to take only half damage, it instead takes no Actions
damage if it succeeds on the saving throw.
Multiattack. The sweeper can use its Sweep and
Trampling Charge. If the tank moves at least 20 feet makes two garbage picker attacks.
straight toward a creature and then hits it with a
Garbage Picker. Melee Weapon Attack: +4 to hit,
slam attack on the same turn, that target must
succeed on a DC 19 Strength saving throw or be reach 10 ft., one target. Hit: 5 (1d4 + 3) piercing
knocked prone. If the target is prone, the tank can damage. The cleaner can also grapple the target
(escape DC 12) if it is a creature.
make one slam attack against it as a bonus action.
Sweep. The sweeper moves up to half its speed
Actions straight towards a creature it can see. The target
Multiattack. The tank makes one slam attack. It can must succeed on a DC 12 Dexterity save or take 5
choose to use either molten spray or mizzium (1d10) bludgeoning damage and be knocked prone.
bombard before or after the attack. The target automatically fails its save when grappled.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft.,


one target. Hit: 14 (2d6 + 7) bludgeoning damage.
Garbage Bin Table
Molten Spray. The tank lets loose a 30-foot line of
d8 Trash or Treasure
molten mizzium. Each creature in the area must
make a DC 17 Dexterity saving throw, taking 16 1 1cp
(3d10) fire damage on a failed save, or half as much
damage on a successful one. 2 One leather boot

Mizzium Bombard (Recharge 5-6). The tank launches Entire menu of Pivlichino's restaurant with the
3
a hail of molten projectiles in a 20-foot-radius, 40- inscription: "Please ask about our daily specials."
foot-high cylinder centered on a point it can see 4 Four tickets for a flight from Augustin Station
within 60 feet of it. Each creature in the area must
make a DC 16 Dexterity saving throw. A creature 5 Folded map of the area
takes 27 (5d10) fire damage on a failed save, or half Worn book with an expired stamp from the Ismeri
as much damage on a successful one. 6
Library and a thought strand hidden inside
Small amount of Mizzium to imbue onto one armor
7
piece to produce Mizzium Armor
8 Roll on Magic Item Table G (DMG p.144)

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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,
Actions
exhaustion, frightened, paralyzed, petrified, Multiattack. The thopter makes two attacks with its
poisoned spike.
Senses darkvision 60 ft., passive Perception 14
Barbed Spike. Attack Style: +5 to hit, reach 5 ft., one
Languages —
target. Hit: 5 (1d4 + 3) piercing damage.
Challenge 1/2 (100 XP) Proficiency Bonus +2
Cease Movement (Recharge 6). The thopter targets
Prying Eyes. The thopter can be used by another one humanoid it can see within 10 feet of it. The
creature as its eyes and ears, forming a telepathic target must succeed a DC 12 Wisdom saving throw
bond with its master. While the two are bonded, the against this magic or be restrained for 1 minute. The
master can sense what the thopter senses and speak target can repeat the saving throw at the end of
through the thopter as long as they are within 1 each of its turns, ending the effect on itself on a
mile of each other. success.

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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.

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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.

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Rubble Elementals
Living Structures Rubble elementals are animated by Gruul druids and
Living Structures are large animated vines and branches shamans for retribution against other guilds. They can move
with parts of buildings inside of them. They are often utilized through earth without giving away its presence to suddenly
for blunt work when the normal workforce and army are at appear and turn over all the pavements of a road. They are
their limit. They are animated by druids and shamans of the great for assaults in crowded and narrow spaces.
Selesnya Conclave and Gruul Clans. While using similar
rituals, the results are vastly different. Selesnya elementals Temple Elementals
are usually in harmony with the temples and terraces built on
them, while Gruul elementals are more chaotic and Creatures such as Wayfaring Temples, Grove Guardians, and
incorporate rubble and other parts they can find from within Risen Sanctuaries all fall under the category of temple
the Rubblebelt. elementals. Most of them are grown and constructed around
Conjured by Magic. A ritual of 24 hours with a a Selesnya vernandi where they can be animated for
summoning circle of at least five druids containing one or protection. Others are the main temple of a vernandi itself
more Conclave Dryads, Druids of the Old Ways, or where a dryad resides for spiritual guidance. No matter their
Woodshapers are necessary to summon a living structure. location, any Guild should think twice before approaching
Elemental Nature. A living structure doesn't require air, Selesnya sanctuaries, lest they be crushed under the
food, drink, or sleep. 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
14 (6d8 + 7) bludgeoning damage and is flung up 20 feet
away from the rubble elemental and knocked prone. If
h h f l h k h lf h
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
Masonry Layer There are large stones and structures
1 incorporated into the elemental for a sturdier defense,
increasing its armor class by 2.
District Destroyer The elemental is specifically made to
destroy every building in its path, leaving unstable
2 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.
Sacred Protector The elemental protects a sacred grove
or vernandi and is connected to the location. While
3 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.
False Appearance. While the elemental remains
4 motionless, it is indistinguishable from a temple
garden or overgrown building.

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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.

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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!"

17
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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."

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Oozes Miming Slimes
Author's note: Weirdly enough, all mentions of Oozes were Miming Slimes are one of the few oozes that can take a solid
absent in the GGR (except for that one possible encounter in form as a product of Simic experimentation. Biomancers
Krenko's Way). As Oozes are prominently present on Ravnica, have theorized that the ooze skin can be morphed into any
I added some of the lower levelled species from the MM to shape possible within seconds. Other guilds sometimes rent
the list, and some unique ones for everyone to play with. miming slimes from the Simic for the use as tireless guards.

Oozes from Ravnica are green slime-like creatures with an Necroplasms


amorphous form. They consume organic materials to sustain Necroplasms are one of the most feared oozes on Ravnica.
their growth. Their highly adaptive form makes them seem They creep around in the dark corners of the Undercity
like cunning ambushers, but they actually just follow their searching for dead and alive bodies to devour. They are
primal instincts. These predictable patterns can be easily unpredictable ambushers that can wait for hours before
manipulated by the guilds for other purposes. striking at the right moment. Their black tendrils necrotize
Specifically the Golgari Swarm and Simic Combine any tissue they touch. Travelers are advised to avoid any
adopted a strong liking to them. As oozes consume and known locations where these creatures dwell.
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 Cevraya, Golgari shaman
all traces of a corpse from a crime scene.
On the other hand, Simic biomancers use oozes for many Cevraya is an aspirant for the matka title of the
of their experiments and try to understand their adaptability. Devkarin elves, but was sidestepped by Izoni.
Vannifar, the Speaker of Zonot Three, even incorporated Begrudgingly, she is plotting her next move.
proto-plasmic ooze into her body. Furthermore, cytoplasm Usually, Golgari shamans are adept at fungal or
and other Simic inventions were originally adapted from ooze insect manipulation. However, Cevraya has a rare
ability to mold and dominate oozes with her
slime, and some secret sinister experiments might be lurking druidic rituals. She believes she can summon an
in the deep Zonots of the Combine. ooze that can engulf all of Ravnica if given enough
refuse and mana, and possibly remove all her rivals
Green Jellies and Gobbling Oozes in the process.
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.

19
Miming Slime
Medium ooze, chaotic neutral Necroplasm
Large ooze, neutral evil
Armor Class 10
Hit Points 49 (9d8 + 9) Armor Class 12 (natural armor)
Speed 30 ft. Hit Points 142 (15d10 + 60)
Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 5 (-3) 8 (-1) 15 (+2) STR DEX CON INT WIS CHA
17 (+3) 8 (-1) 18 (+4) 2 (-4) 8 (-1) 1 (-5)
Skills Deception +4, Performance +4
Damage Resistances slashing Saving Throws Dex +2, Con +7
Damage Immunities acid, lightning Skills Perception +2, Stealth +5
Condition Immunities charmed, exhaustion, Damage Immunities acid, cold, necrotic, lightning,
frightened slashing
Senses passive Perception 9 Condition Immunities blinded, charmed, deafened,
Languages — exhaustion, frightened, prone
Challenge 3 (700 XP) Proficiency Bonus +2 Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 11
Amorphous. The slime can move through a space as Languages —
narrow as 1 inch wide without squeezing. Challenge 8 (3,900 XP) Proficiency Bonus +3
Mimicry. The slime can mimic sounds it has heard,
Amorphous. The necroplasm can move through a
including voices. A creature that hears the sounds it
space as narrow as 1 inch wide without squeezing.
makes can tell they are imitations with a successful
DC 13 Wisdom (Insight) check. Consuming Flesh. The necroplasm sustains itself by
Miming. As a bonus action, the slime takes the form the consumption of dead material. If the necroplasm
of a humanoid of medium size or smaller it can see. has eaten the day before, it starts the day with 1d4
The slime copies the size, speed, armor (including flesh charges and can store up to 10.
shields) and weapons the humanoid is carrying, but Spider Climb. The necroplasm can climb difficult
still clearly looks like a green ooze. If any of the surfaces, including upside down on ceilings, without
items is magical, the slime uses the closest non- needing to make an ability check.
magical item variant instead, as shown on the Armor
and Weapon table of the PHB (p. 144 and 149). As Actions
the weapons are made of ooze slime, they deal an
Multiattack. The necroplasm makes three pseudopod
extra 1d6 acid damage. The slime uses Strength for
its melee weapon attacks and Dexterity for its attacks.
ranged weapon attacks and is proficient with any of Pseudopod. Melee Weapon Attack: +6 to hit, reach
the items it is using. 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
damage. The target must make a DC 14
Actions Constitution saving throw or be consumed by
Multiattack. The slime makes two weapon attacks. necrotic plasm. On a failed save, the necroplasm
stores one flesh charge and the target takes 7 (2d6)
Pseudopod. Melee Weapon Attack: +4 to hit, reach necrotic damage.
5 ft., one target. Hit: 2 (1d4) acid damage.
Unleash Lifeforce. The necroplasm consumes all
Copy Melee Weapon Attack. See Miming, +4 to hit. stored flesh charges and unleashes tendrils of
Copy Ranged Weapon Attack. See Miming, +4 to hit. 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.

20
Experiment Kraj Ideal: "All life is one."
Bond: "No more adaptation is needed when Ravnica is
Momir Vig, the deceased Simic guildmaster, united with me."
tried to use cytoplasts to create the perfect Flaw: "Nothing is more perfect than me."
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

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

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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."

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Sisters of Stone Death The Sisters' Traits
The three gorgon Sisters of Stone Death were originally Ideal: "Each part of the Swarm should be equal."
subordinates of the Golgari parun Svogthir. However, they Bond: "The Golgari is one large organism that has to be
became disgruntled with his leadership and overthrew him. governed with that purpose on mind."
Although the sisters could not kill him, they imprisoned the Flaw: "Sometimes the oppressor has to be oppressed."
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.

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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.

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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.
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Mawed Thrull. As the prospect for work in the afterlife is a
Thrull Grotesque great fear for many debtors, they try to find alternatives to pay
of their debt. One of those is the wrongful belief to sacrifice
The Orzhov need to have reliable mindless soldiers and themselves to the mawed thrulls, lining themselves up to a
transports to protect their most precious belongings, which useless gruesome death. A mawed thrull has a monstrous
can be more than just mere coins. For this, they created large maw inside its belly, which can be used to swallow any
towering thrulls that cannot defy their commands. They are smaller creature whole.
created by the fleshmages by stitching many of cast-off bodies Treasury Thrull. The simplest of their type, the treasury
of the indebted together. The thrulls often have malformed thrulls carry treasures around. When they are defeated,
arms or mouths all over the body, but always wear the consider rolling on the Treasure Hoard: Challenge 5—10
infamous faceplates of their owner. Some of the thrull (DMG p. 133) for a large Orzhov hoard. Or maybe the thrull
grotesques described below can be found in the employ of carries an important item your players need for their quest.
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.

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Vampires
See GRR (p. 223-224) for more information about Ravnican
vampires.
Tithe Drinker Vampire Tithe Drinker Vampire
Medium undead, lawful evil
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 Armor Class 13 (natural armor)
their more dedicated family members. Hit Points 49 (9d8 + 9)
Speed 30ft., fly 30ft. (hover)
Moroii
Where the moroii originate from is unknown. Unlike other STR DEX CON INT WIS CHA
vampires, they do not steal your blood, money, or mind. The 14 (+2) 15 (+3) 12 (+1) 12 (+1) 11 (+0) 15 (+3)
moroii steal youth and beauty, more precious than either, and
once gone, it's gone forever. They are killers in the night, Saving Throws Con +3, Wis +2
roaming the alleys and nooks of Nightveil and the sewers of Skills Deception +6, Perception +2
Duskmantle to drain the life from other guildmembers and Damage Resistances necrotic
suck interlopers' brains dry of any stolen secrets. Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life
Challenge 3 (700 XP) Proficiency Bonus +2

The Haunt of Hightower Blood Celebration. The vampire can use a bonus
action to control the movement of one creature
While moroii are almost like a fairytale for most charmed by its bite attack that it can see within 30
civilians, it is rumored that one lives close by the feet of it. The creature must succeed on a DC 13
neighborhood of Hightower. Sometimes students Charisma saving throw or use its reaction to move
of nearby schools tell each other scary stories of up to 30 feet towards the vampire and fall prone
this supposed monster. However, when pressed, before the vampire's feet. The creature takes 7
none of them dares to traverse alone at night. (2d6) necrotic damage and the vampire regains hit
Rumors go that too many drunk students have points equal to that amount.
already mysteriously disappeared.
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.

30
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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

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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.

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Konstructor (Azorius)
NPCs Extended Konstructors are the builders and architects of the Azorius
This section describes an extended NPC list to add to the Senate. They build and defend the maximum security prisons
humanoid roster of the guilds. that are in high demand need during tensions between
Guilds. Besides their prowess with stoneworks, the new
Apex Hybrid (Simic) leadership set their intelligence to work on designing
Deep within Zonot Three there is Navika, the personal Thopters to patrol the streets.
laboratory of Vannifar. Here, the Apex Hybrids are created.
They are fusions of humanoids and other lifeforms to create Necrosage (Dimir)
the perfect soldier for the Simic Guardian Project. While The necrosages are one of the most mysterious groups of
other hybrids volunteer to be transformed with certain small Ravnica. They act as the inner circle of the Dimir, only second
adaptations, the original form of an Apex Hybrids is almost to the guildmaster. They perform rituals high at the top of
unrecognizable. Dinrova Heights and oversee guild activity within
Duskmantle. They make sure that the different undercover
Arbiter (Azorius) and sleeper agents are unaware of the larger guild structure,
Arbiters preside as judges over the legal cases of the Azorius or remove those that are.
Senate. They are a conduit of truth, a will so disciplined that
it dispenses justice without ego or remorse. They can usually Prelate (Orzhov)
be found on floating benches on Azorius grounds. Arbiters Prelates are the highest rank that a living member of the
have a unique relationship with spirits and can communicate Orzhov can obtain. They are one of the few that may directly
with a soulsworn jury to enact undisputed justice. Their communicate with the Obzedat.
highest member, the Grand Arbiter Leonos II, acts as the Pay to Live. Prelates have a duty to use their divine magic
leader of the Sova Column. 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
Beggar oligarchs and members with enough donations may get an
The Guilds are not kind to the denizens of the streets. audience to heal their burdens. However, the amount of
Beggars can be found everywhere on Ravnica for all sorts of donations is sometimes determined only after a curse is
reasons. Some are indebted to the Orzhov and are forced to lifted, which might result in the donor being indebted for the
leave their home, some are Dimir informants looking for rest of their life. They usually charge ten times the material
secrets, and others are just unfortunate guildless caught cost of a spell to their clients if necessary.
between the rivaling Guilds. The Gruul often uses their
members in the guise of beggars to scout new regions to Quietman (Selesnya)
plunder. Due to their diverse backgrounds, beggars can be The quietman are the end result of the indoctrination process
sympathetic allies or ordinary muggers. of the Selesnya Conclave. Only those few that are completely
loyal to the cause are selected, although rumors go that there
Driller (Rakdos) are brainwashed people kidnapped from the streets among
Within the Rakdos, originally the mining guild, the driller is a their ranks. They are stripped of their identity and will only
relic of old. Their drills were primarily used to mine valuable silently communicate with other members of the Conclave.
minerals to sustain the wealth of the guild. However, now that They look like mysterious white-robed and floating
most mountains are hollowed out, drillers are used for other humanoids. The quietman act as guards, spies, assassins,
purposes if necessary. Such as to satisfy the curiosity of cult and kidnappers. In unison, they can act as a last line of
members how a brain looks like from the inside on stage. defense for the Selesnya, acting more like a swarm of bees
then their supposed profession as priests.
Fleshmage (Orzhov)
Spellbreaker (Gruul)
When the Orzhov Syndicate rips a soul from its body to
create a spirit, the cast-off remains go to the fleshmages, who Gruul are usually not that privy with magic that does not
use their necromantic magic to liquefy the corpse and destroy anything. But sometimes survival is more important
transform it into something useful. While usually working than senseless plundering. To ensure protection against
deep within the dusty crypts far away from prying eyes, they magic, they use so called spellbreakers, Gruul shamans that
are still formidable mages in their own right. Especially their specialize in countering and retaliating the magic of enemies.
touch can wither away any remaining flesh from a living Although spellbreakers have to keep a steady head, they do
being. not have a problem with some city plundering themselves.
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.

35
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Ringmaster (Rakdos) Woodshaper (Selesnya)
The original Rakdos Cult was organized in nine rings led by a While the voda, a chosen dryad, is needed to connect a
ringmaster. Each ringmaster has its own territory, sphere of vernandi to the Worldsoul, the vernandi themselves have to
influence, and followers. Their territories are ruled by clubs be created in advance. Here, the woodshapers come into play
and spike gangs, which can get violently contested by other to claim territory for the Conclave. Woodshapers are also the
guilds. The clubs provide several services, such as circus force behind the creation of various gardens and shape
entertainment, food and drinks, pit fights, and erotica. These houses out of trees. Many large temples have been erected
rings can change in the more mobile troupes. Well known and animated by these fearsome druids.
ringmasters include: Judith, the Scourge Diva; Juri, Master of
the Revue; and Panjandrum of Master Panjandrum's
Extraordinary Carnival of Delights.

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
36 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 Beggar


ability is Intelligence (spell save DC 14, +6 to hit Medium humanoid (any race), unaligned
with spell attacks). It can innately cast the following
spells, requiring no material components: Armor Class 9
At will: guidance, ray of frost, skywrite Hit Points 3 (1d8 - 1)
Speed 25ft.
1/day each: silence, sleep, speak with dead, zone of
truth
STR DEX CON INT WIS CHA
Keen Mind. The arbiter can accurately recall anything
it has seen or heard within the past week. 8 (-1) 8 (-1) 8 (-1) 8 (-1) 8 (-1) 8 (-1)
Actions Skills Perception +3, Sleight of Hand +3, Stealth +1
Scepter. Melee Weapon Attack: +1 to hit, reach 5 ft., Senses passive Perception 13
one target. Hit: 2 (1d6 - 1) bludgeoning damage, or Languages any one language (usually Common),
3 (1d8 - 1) bludgeoning damage if used with two Thieves' Cant
hands. Challenge 0 (0 or 10 XP) Proficiency Bonus +2
Council of the Absolute. Three arbiters within 30 feet Harmless Appearance. While the beggar is within a
of each other can form a council to detain a crowded place, it gets advantage on Dexterity
creature. Each of the three must use its action and (Sleight of Hand) and Dexterity (Stealth) checks.
movement on three consecutive turns to give an
oration and must maintain concentration while
doing so (as if concentrating on a spell). When all
Actions
three have finished their third turn of the oration, Dagger. Melee Weapon Attack: +1 to hit, reach 5ft.,
they can collectively cast forcecage on the target if one target. Hit 1 (1d4 -1)
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).

37
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Driller
Medium humanoid (any race), chaotic evil

Armor Class 17 (splint armor)


Hit Points 60 (8d8 + 24)
Fleshmage
Medium humanoid (any race), lawful evil
Speed 30 ft.
Armor Class 12 (15 with mage armor)
STR DEX CON INT WIS CHA Hit Points 44 (8d8 + 8)
Speed 30 ft.
17 (+3) 10 (+0) 16 (+3) 11 (+0) 9 (-1) 15 (+2)

Saving Throws Con +5 STR DEX CON INT WIS CHA


Skills Intimidation +4
10 (+0) 14 (+2) 12 (+1) 16 (+3) 13 (+1) 12 (+1)
Damage Resistances fire, thunder
Senses passive Perception 9
Languages any one language (usually Common) Saving Throws Int +6, Wis +4
Challenge 4 (1,100 XP) Proficiency Bonus +2 Skills Arcana +6
Senses passive Perception 11
Coal. The driller has 10 coal which it can spend on Languages Common plus any one language
several abilities. It regains all spent coal when Challenge 5 (1,800 XP) Proficiency Bonus +3
finishing a long rest.
Flesh Sculpting. When the fleshmage casts a spell, it
Siege Monster. The driller deals double damage to can choose to have the spell affect Constructs
objects and structures. (thrull) and Undead creatures.
Skullduggery (2 coal). The driller can use a bonus Innate Spellcasting. The fleshmage's innate
action to pinpoint the brain of a target. The next spellcasting ability is Intelligence (spell save DC 14,
time the driller hits a creature with a melee weapon +6 to hit with spell attacks). It can innately cast the
attack, the attack deals an extra 1d8 psychic following spells, requiring no components:
damage. The target must succeed on a DC 13
Constitution saving throw or be stunned until the At will: friends, guidance, toll the dead (at 5th level)
end of the driller's next turn. 3/day each: aid, command, mage armor, inflict
wounds (at 2nd level)
Actions
1/day each: enlarge/reduce, enthrall, mass healing
Drill. Melee Weapon Attack: +5 to hit, reach 5 ft., word, vampiric touch
one target. Hit: 7 (1d8 + 3) piercing damage.
Spinning Drill (1 coal). Melee Weapon Attack: +5 to Actions
hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) Withering Touch. Melee Spell Attack: +6 to hit, reach
piercing damage. 5 ft., one creature. Hit: 5 (2d4) necrotic damage.
Coal Spewer (4 coal). The driller projects a fire in a Create Thrulls (1/Day). The fleshmage targets up to
15-foot cone. Each creature in that area must make three humanoid corpses it can see within 30 feet of
a DC 13 Dexterity saving throw, taking 27 (6d8) fire it that were indebted to the Orzhov while alive. The
damage on a failed save, or half as much damage on fleshmage magically creates three servitor thrulls
a successful one. (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.

38
Healer Konstructor
Medium humanoid (any race), neutral good Medium humanoid (any race), lawful neutral

Armor Class 11 (13 with shield of faith) Armor Class 16 (chain mail)
Hit Points 36 (8d8) Hit Points 52 (8d8 + 18)
Speed 30 ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 10 (+0) 15 (+2) 18 (+4) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 18 (+4) 11 (+0) 10 (+0)

Saving Throws Wis +6, Cha +3 Saving Throws Int +6, Wis +2
Skills Insight +6, Investigation +6, Medicine +8 Skills History +6, Investigation +6
Senses passive Perception 14 Senses passive Perception 10
Languages Common plus any one language Languages any one language (usually Common)
Challenge 3 (700 XP) Proficiency Bonus +2 Challenge 4 (1,100 XP) Proficiency Bonus +2

Empowered Healing. The healer can add its Material Integrity (3/day). As a bonus action, the
spellcasting ability modifier (+4) to the healing roll konstructor can strengthen the stone or metal of a
of any spell it casts. structure or willing construct. In case of a structure,
it can not be more than 10 feet in any dimension or
Spellcasting. The healer is a 12th-level spellcaster. Its shape. For 1 hour, the target has resistance to
spellcasting ability is Wisdom (spell save DC 14, +6 nonmagical bludgeoning, piercing, and slashing
to hit with spell attacks). The healer has the damage and gains 13 (2d8 + 4) temporary hit
following cleric spells prepared: points.
Cantrips (at will): guidance, light, resistance, sacred
Innate Spellcasting. The konstructor's innate
flame, spare the dying
spellcasting ability is Intelligence (spell save DC 14,
1st level (4 slots): bless, cure wounds, shield of faith +6 to hit with spell attacks). It can innately cast the
following spells, requiring no material components:
2nd level (3 slots): aid, lesser restoration, protection
from poison At will: earth tremor (at 2nd level), heat metal,
mending, mold earth
3rd level (3 slots): life transference, protection from
energy, revivify 1/day each: stone shape, stoneskin, wall of stone
4th level (3 slots): death ward, locate creature
Actions
5th level (2 slots): greater restoration Scepter. Melee Weapon Attack: +4 to hit, reach 5 ft.,
6th level (1 slot): heal one target. Hit: 5 (1d6 + 2) bludgeoning damage, or
6 (1d8 + 2) bludgeoning damage if used with two
Actions hands.
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft. Deploy Thopters (1/day). The konstructor deploys 2
or range 20/60 ft., one target. Hit: 3 (1d4 + 1) spy thopters in unoccupied spaces it can see within
bludgeoning damage. 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).

39
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
40
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
41
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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 Spellbreaker


Skills Acrobatics +7, Investigation +6, Sleight of Medium humanoid (any race), chaotic neutral
Hand +7, Stealth +7
Damage Vulnerabilities psychic
Armor Class 14 (hide armor)
Senses passive Perception 13
Hit Points 64 (10d8 + 20)
Languages understands Common, Elvish, Sylvan but
Speed 30 ft.
can't speak
Challenge 5 (1,800 XP) Proficiency Bonus +3
STR DEX CON INT WIS CHA
Innate Spellcasting. The quietman's innate
spellcasting ability is Wisdom (spell save DC 14, +6 14 (+2) 15 (+2) 15 (+2) 11 (+0) 13 (+1) 16 (+3)
to hit with spell attacks). It can innately cast the
following spells, requiring no verbal or material Saving Throws Str +5, Dex +5
components: Skills Arcana +6, Intimidation +6, Perception +4
Senses passive Perception 14
At will: message Languages Common plus any one language
3/day: suggestion Challenge 5 (1,800 XP) Proficiency Bonus +3
Pack Tactics. The quietman has advantage on an
Innate Spellcasting. The spellbreaker's innate
attack roll against a creature if at least one of the spellcasting ability is Charisma (spell save DC 14, +6
quietman's allies is within 5 feet of the creature and to hit with spell attacks). It can innately cast the
the ally isn't incapacitated. following spells, requiring no material components:
Actions At will: detect magic, fire bolt (2d10 fire damage),
Multiattack. The quietman makes two dagger of thaumaturgy
venom attacks. 3/day: counterspell, dispel magic
Dagger of Venom. Melee or Ranged Weapon Attack: 1/day: primordial ward, silence
+7 to hit, reach 5 ft. or range 20/60 ft., one target.
Siege Monster. The spellbreaker deals double
Hit: 7 (1d4 + 5) piercing damage, and the target
damage to objects and structures.
must make a DC 15 Constitution saving throw,
taking 11 (2d10) poison damage and become Spellbreaker. When the spellbreaker damages a
Poisoned for 1 minute on a failed save, or half as creature that is concentrating on a spell, that
much damage on a successful one. creature has disadvantage on the saving throw it
makes to maintain its concentration.
Dismantle. The quietman magically touches a
construct within 5 feet and can malfunction the Actions
construct's mechanisms. The target must succeed
on a DC 17 Constitution saving throw or take 18 Multiattack. The spellbreaker makes two cindervines
(4d8) force damage and be incapacitated for 1 attacks.
minute. The target can repeat the saving throw at
the end of each of its turns, ending the effect on Cindervines. Melee Spell Attack: +6 to hit, reach 10
itself on a success. 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.

42
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
43
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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.

44
Part II
Lairs

45
Bomber Hatches (4/Day). The skyjek aviaries and angel
Boros Flying Fortress bomber hatches open up and releases either a knight
mounted on a skyjec roc (MM, page 347 and GGR, page
One of the most fearsome weapons in the Boros Legion 219) or a battleforce angel (GGR, page 189).
arsenal are the flying fortresses. Docked at several strategic Magic Thrusters. The flying fortress can move op to 60
locations, such as Kamen Fortress and Sunhome, they are feet across the battlefield. The soldiers on the pinnacle
seldomly used due to their high costs to operate. They have a guards will then shoot arrows of justice at six different
large crew of soldiers, sky rocs, and can house battleangels targets. Each target must succeed on a DC 18 Dexterity
overseen by a Warleader. They are staying afloat by two huge saving throw or take 7 (2d6) piercing plus 7 (2d6) radiant
magical anti-gravity thrusters. To assault the enemy, they have damage.
hatches for skyjecs (or battleangels for the larger ones) that
can bomb the enemy, a gigantic battering ram with a Parhelion II
connected draw bridge to destroy fortifications and When the flying fortress is Parhelion II, the challenge rating
subsequently drop soldiers onto the battlefield, and a burning increases to 21 and all DC saving throws are increased to 20.
Boros Signet operated by the Warleader that can fire radiant In addition, it can use the following additional lair actions:
beams.
Flying fortresses can only be deployed with explicit Rally the Righteous. A trumpet orchestra from the
permission of a Warleader angel and only Aurelia can deploy thundersong trumpeters radiates out from Parhelion II,
their largest fortress Parhelion II (which also acts as the inspiring the crew. Parhelion II can directly take two other
headquarters of the Boros angels). The fortress is similar to a lair effects at once. The chosen effects can't be used
gargantuan creature hovering stationary in the air. All effects during the next action (including this one).
originate from its location. When determining the difficulty of Angel's Fury (2/Day). A firemane angel (GGR, page 190)
such an encounter, consider the lair to be one additional is called upon the battlefield from the angel barracks to
creature of challenge rating 15. release their fiery crusade upon the enemy.

Lair Actions Regional Effects


On initiative count 20 (losing initiative ties), the flying fortress The flying fortress radiates a powerful influence over the area
takes a lair action, causing one of the following effects; the its flying:
flying fortress can't use the same effect two rounds in a row: When an enemy creature that is outside the flying fortress
Solar Blaze. A beam of brilliant light in a 90-foot cone sees or hears it, the creature must succeed on a DC 18
flashes out from the burning Boros Signet in the direction Wisdom saving throw or be frightened. It can repeat the
of the Warleader's choice. Each creature in the area must saving throw at the end of each of its turns, ending the
make a DC 18 Constitution saving throw. On a failed save, effect on a success. On a successful save, the creature
a creature takes 16 (3d10) radiant damage plus 16 (3d10) becomes immune to this effect for 24 hours.
fire damage and is blinded until initiative count 20 on the A large shadow blotting out the sun is cast over the
next round. On a successful save, it takes half as much battlefield below.
damage and isn't blinded by the beam. Undead have A daring party might be able to board a flying fortress
disadvantage on this saving throw. which will turn into a dungeon with a layout as seen here
Battering Ram. The flying fortress quickly descents and (original here).
uses its battering ram to bash in a 20-foot cube. It If all Boros allies on the ground die, the flying fortress
momentarily lowers its draw bridge after which the attempts to fly away back home as they can't be allowed to be
fortress takes off again. Each target within the area must lost and these effects end immediately.
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.

46
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Debtors Severity of debt
Debt in Zinos (gold) Save DC Time in undead servitude
Everyone needs money to live a good life on Ravnica. Many
need some loans to pay their home or start a business, and 1 12 ~2 days
where better to get them than the Orzhov? However, the 10 13 ~20 days
Orzhov believe that debt and guilt is a necessary function of
society. It creates structure so that society will not collapse in 100 14 ~7 months
and on itself. However, the Orzhov have fallen for the idea 1000 15 ~6 years
that wealth equals power. They are adamant in obtaining as
much wealth as possible, and thus getting as many debtors to 10 4
16 ~60 years
the guild as possible. The debtors form an essential labor 10 5
17 ~600 years
force for the guild. An person can only escape until they have
worked enough to pay off their debts, which will follow them 106 18 ~6000 years
even into their afterlife as spirit. etc etc etc
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 Extortion
described later this chapter. There is usually one specific Taxes and donations need to be collected for the
individual that is the creditor, which has certain power over syndicate, and if people don't want to pay their
the debtor due to magically binding contracts set up by obligations, there are other ways to receive the
advokists. Creditors can be any sapient member of the money. Thugs, priests, knights, and giants are
Orzhov (with the exception of thrulls). Killing or removing the specifically known to roam the streets, while
creditor will not resolve any of the contracts, as they will be vampires and angels require their daily doses of
magically carried over to the direct superior of the creditor. donations in the dark recesses of the churches.
As the Obzedat ghosts and Orzhova are the leading figures of Any creatures in the employ of the Orzhov that has
the guild, all debtors are also automatically indebted to them. an Intelligence score of 4 or higher might be able
The creditor has the following traits against the debtor: extort other creatures. When dealing damage to
another creature with an Intelligence score of 4 or
Sinstriker. All melee and ranged attacks deal extra higher, the target loses zinos (gold) that are
necrotic damage. The necrotic damage uses the same magically extracted from their blood equal to the
damage die as the original attack. As example, if a ranged damage dealt. When they don't have enough
spell attack deals 12 (2d8 + 3) piercing damage, the money, or can't give up an equivalent object with
necrotic damage deals an additional 4 (1d8) damage. the same value, they become indebted to the
Penance. The creditor can cast command at will and extorter.
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.

47
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Hundred-Year Storm Regional Effects
Izzet experiments often result in unusual weather The outdoor area within a 2 mile radius of the storm is
phenomenons that can last for weeks or even months. These lightly obscured by heavy rainfall.
are usually unintended, but can nevertheless be desired for Lightning strikes all around the storm within a 2 mile
any unknown future experiments. Aether channels, Mizzium radius. Creatures wearing metal must succeed on a DC
constructs, Aerial-Antistatis Chambers, Lightning Projects, or 16 Dexterity saving throw when entering the storm for the
a large Beacon could all be a reason for such a storm. first time or take 14 (4d6) lightning damage.
When at least five Izzet scientist work on an experiment Small lightning eddies in the air materialize where
together within a laboratory, they can accidentally initiate a abnormal entities enter Ravnica. The location of any
hundred-year storm. The group must include Niv-Mizzet or at creature that uses teleportation or extraplanar magic,
least one chemister (mage) or izmundi (archmage). When such as a dimension door or plane shift spell, is instantly
determining the difficulty of such an encounter, consider the revealed in the clouds within 2 miles of the storm.
hundred-year storm to be one additional creature of If all the Izzet in the lair die, the regional effects fade over
challenge rating 4. 1d10 days. The whole lair can also be deactivated by casting
control weather and concentrating for one hour to stop the
Lair Actions storm.
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.

48
Full Awakening (Costs 2 Actions) The guardian can take
Immortal Sun one of its actions.
Empowered Veneration (Costs 3 Actions). Yellow light
After the War of the Spark, the Azorius came into the washes over target creature, forcing it to follow the
possession of the Immortal Sun, one of the most powerful commands of the champion. The target must succeed on
artifacts in existence. When activated, it can give an a DC 20 Wisdom saving throw or use its reaction to make
individual immense god-like powers. Only strictly selected a melee weapon attack against a random creature within
guardians are able to activate the sun. However, its intended reach. If no creatures are within reach, or the target can't
purpose was to stop planeswalkers from leaving a plane. take a reaction and takes 5 (1d10) psychic damage.
When fully activated it stops any interplanar travel across the
world, except for adjacent planes of existence (such as the Regional Effects
ethereal plane, fey world, or abyss) or demiplanes. The guardian can't be surprised and has advantage on
Legendary Actions attack rolls, ability checks, and saving throws.
Any creature of the guardian's choice that starts its turn
The guardian can take 3 legendary actions, choosing from within 30 feet of the Immortal Sun must make a DC 20
the options below. Only one legendary action can be used at a Wisdom saving throw. On a failed save, the creature
time and only at the end of another creature's turn. The becomes restrained until the start of its next turn.
guardian regains spent legendary actions at the start of its A bright light in the air with concentric circles and runes
turn. If the guardian already has legendary actions, it can use appears in the air. As long as the Immortal Sun is
the options below in addition to its own legendary actions. activated, it completely blocks interplanar travel across the
world. Forms of movement barred by the artifact include
Protective Light. The guardian gains 5 temporary hit astral projection, dimension door, gate, plane shift, and
points and resistance against one damage type of its similar spells or abilities.
choice until the start of its next turn.

49
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Part III
Creatures by Guild

50
Azorious Senate 5 Felidar GGR 199
5 Soulsworn* LGFMR 27
See pages 183 and 226-228 of the GGR for complete
information. 6 Lawmage GGR 228
7 Windreaver (air elemental myrmidon)* MTF 202
Birds
Azorius uses birds in all their daily affairs. Many judges have 8 Diviner* VGM 213
owls as familiars to carry trinkets or deliver messages. Giant 11 Sphinx of judgment (gynosphinx) MM 282
Eagles are used to fend off drakes from rooftops. Other birds
include doves, which are seen as the bringers of peace. A 14 Archon of the triumvirate GGR 192
dove of peace is an owl, as described in the Monster Manual 17 Androsphinx MM 281
(p. 333), but can use the plumes of peace ability and has a
challenge rating of 1/8 (25 XP). 21 Isperia GGR 227
Plumes of Peace. While four or more doves of peace are 28 Azor I* LGFMR 4
within 30 feet of one another, they can collectively cast calm
emotions once per day. Their spellcasting ability is Wisdom Monsters with * are added to the original list by this
(spell save DC 11). module.
Homunculus Mounted Encounters
These small one-eyed creatures perform the daily chores all Encounter Stat Blocks
around Azorius territory. Simply tending the gardens,
sweeping floors, there is nothing else they'd rather do than Archon
Archon of the triumvirate mounted on a
staying out of the business of the larger populace. However, winged felidar
now and then, they need to deliver some messages in the big Any Azorius humanoid mounted on a
outside world or even act as bait for a criminal. These Bonded Ally
felidar
homunculi use the statistics of a regular homunculus except
that they are wingless and have no flying speed. Hussar (cavalry) Soldier or knight mounted on a warhorse
Sky Hussar
Sphinx of Judgment (cavalry)
Soldier or knight mounted on a griffon
A sphinx of judgment is a gynosphinx, as described in the
MM, but it is an Azorius spellcaster with the following wizard
spells prepared: Named Encounters
Cantrips (at will): friends, mage hand, message Name Appropiate Stat Block Info
1st level (4 slots): command, ensnaring strike, shield Agmand Lawmage (human) Leader of the
2nd level (3 slots): calm emotions, hold person, suggestion Sarvis mounted on a felidar Lyev Column
3rd level (3 slots): clairvoyance, counterspell, dispel magic
4th level (3 slots): banishment, divination Azor I Azor I Parun
5th level (1 slot): dominate person Dovin Baan Diviner (vedalken) Usurper
Encounters Fblthp
Homunculus with
Always lost
CR Creature Source Page proficiency in Stealth (+4)
0 Homunculus MM 188 Leader of the
Precognitive mage
Geetra omnisight
0 Owl MM 333 (human)
project
1/8 Dove of peace* MM 333 Current
Isperia Isperia
1/4 Giant owl MM 327 guildmaster

1/2 Soldier GGR 226 Arrester or lawmage


Lavinia Mazerunner
(human)
1/2 Spy Thopter* LGFMR 11
Arbiter (human) which
1/2 Warhorse MM 340 Augustin Leader of the
can use its final verdict
IV/Leonos II Sova Column
without help
1 Animated chained library* CM 24
Leader of the
1 Arbiter* LGFMR 37 Uvana Lawmage (vedalken)
Jelenn Column
1 Giant eagle MM 324
2 Griffon MM 174 Immortal Sun
3 Arrester (knight or veteran) MM 347, 350
The Immortal Sun (see page 49) can be activated by one of
its guardians.
3 Precognitive mage GGR 228
4 Konstructor* LGFMR 39

51
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Boros Legion Mounted Encounters
Encounter Stat Blocks
See pages 183 and 229-231 of the GGR for complete
information. Captain Knight mounted on a warhorse
Skyknight Knight mounted on a skyjek roc
Titans
Across the ten districts there are ten different gargantuan
stone titans that can be animated by the Boros to protect Named Encounters
Ravnica from existential threats. The most famous one was Name Appropiate Stat Block Info
Zobor, which was used and subsequently destroyed during Commander of Zelzo base,
the decamillenial. Afterwards, the other statues could not be Anksa Veteran (human) Wojek League, and
animated again due to unknown reasons, although the Theater of Integrity
restoration of the Guildpact might have redistributed some of
leylines again. Aurelia Aurelia Current guildmaster
Battleforce angel with Former guildmaster and
Encounters Feather
wings strapped last remaining Razia clone
CR Creature Source Page
Commander of Kamen
1/8 Guard* MM 347 Grozdan Reckoner (minotaur) Fortress and Theater of
1/8 Mastiff MM 332 Order

1/4 Frontline medic GGR 231 A firemane angel that has


Nevena Firemane angel a grudge against the
1/2 Soldier GGR 226 guildless
1/2 Viashino (lizardfolk) MM 204 Razia Aurelia Parun
1/2 Warhorse* MM 340 Firefist (human) with Commander of Theater of
2 Flame-kin (azer) MM 22 armor of Fortification, Mazerunner,
Tajic
invulnerability and highest ranking
2 Griffon MM 174 equipped Guildmage
2 Skyjek roc GGR 219 Commander of Horizon
Yaszen Firefist (human) Academy and Theater of
3 Knight MM 347
Recruitment
3 Veteran MM 350
4 Reckoner GGR 231 Boros Flying Fortress
5 Battleforce angel GGR 189
Flying fortresses can only be deployed with explicit
permission of a Warleader angel and only Aurelia can deploy
6 Boros skyship* LGFMR 9 their largest fortress Parhelion II.
6 Spark trooper* LGFMR 28
7 Firefist GGR 231
Errata
8 Guardian giant GGR 201
Aurelia Receives the ability Flyby to make her
10 Deva MM 16 similar to all other Ravnican angels.
Battleforce Angel Loses redundant darkvision as
12 Firemane angel GGR 190
they already have truesight.
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

52
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House Dimir Safe House Wards
See pages 184 and 232-233 of the GGR for complete Glyphs and other spell traps can be found all
information. around Dimir territory and their mazes. The glyphs
listed below are an expanded list from the GGR
Lupul (see page 135 for specific information) intended
Lupul are ancient shapeshifters that consist of many small to be ready for use.
worm-like creatures. They take the form of any creature they Small glyph of warding (save DC 13) with either
digest. The few that are left are used by the Dimir, although of the following stored spell glyphs: crown of
even for them, they are dangerous to control. A lupul is an madness, fear, phantasmal force, or explosive runes
elder oblex as described in the MTF, but it is a monstrosity (5d8 cold damage).
instead of an ooze and can't cast dimension door. Large glyph of warding (save DC 15) with either
of the following stored spell glyphs: compulsion,
Encounters modify memory, phantasmal killer, or explosive
CR Creature Source Page runes (7d8 cold damage).
Other spells Many other spells line the walls and
0 Librarian (commoner)* MM 345 corners of the safe houses. Some of these include:
1/8 Spy bug* LGFMR 6 alarm (mental and audible), arcane eye, arcane lock
(with passwords), cloud of fog, and magically
1/4 Sprite* MM 283 hidden/invisible doors.
1/2 Shadow MM 269 Memory Wall. Most safe houses also hold a sand-
like memory wall, where thought strands can be
1 Spy MM 349 stored without fear of expiration of the strand.
1 Thought spy GGR 233 Agents add more and more stolen or molded
memories to create a large library of information
2 Grick MM 173 for the Dimir to use, which can be subtracted with
a spell or an ability that allows a creature to read or
2 Intellect devourer MM 191
manipulate thoughts (such as detect thoughts or
3 Doppleganger MM 82 modify memory).
3 Flying horror GGR 203
4 Mind drinker vampire GGR 224 Named Encounters
5 Allip MTF 116 Appropiate Stat
Name Block Info
5 Mind mage GGR 233
Szadek Szadek Parun
5 Wraith MM 302
Current
6 Invisible stalker MM 192 Lazav Lazav
guildmaster
7 Grick alpha MM 173 Etrata Assassin (dhampir) Usurper
8 Dusktmantle assassin (assassin) MM 343
Circu Necrosage Guild champion
8 Gloamwing GGR 215
Mind drinker
Mirko Vosk Maze runner
9 Shadow horror GGR 204 vampire
10 Lupul (elder oblex)* MTF 219 Mind mage Strongest mind
Millena
(human) mage
10 Necrosage* LGFMR 40
Araithia Shokta Assassin (human) Sleeper agent
10 Nightveil specter GGR 215
Haunt of
11 Moroii* LGFMR 31 Moroii Lurker of the night
Hightower
15 Skittering horror GGR 205
17 Lazav GGR 232
Errata
23 Szadek* LGFMR 32 Lazav Receives special equipment in the form of a
mantle of illusions. It has AC18 (11 + Dex), gives
Monsters with * are added to the original list by this Magic Resistance, and can cause the armor to
module. assume the appearance of any set of Small or
Medium sized clothing or armor of his choice
Mounted Encounters while using Shapechanger Savant. Additionally,
Encounter Stat Blocks Lazav's Innate Spellcasting is now considered
Psionics.
Specter Nightveil specter mounted on a gloamwing

53
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Golgari Swarm 10 Sister of stone death* LGFMR 26
14 Devkarin lich GGR 198
See pages 184 and 234-236 of the GGR for complete
information. 15 Skittering horror GGR 205
22 Jarad Vod Savo GGR 235
Woodwraiths
Woodwraiths are mangrove-like creatures that stalk the Monsters with * are added to the original list by this
Undercity swamps. They slowly corrupt their surroundings. module.
These woodwraith uses the statistics of a shambling mound Entries with ** are lairs or other effects
as described in the MM, except it has the False Appearance
trait with "While the woodwraith is motionless, it is Mounted Encounters
indistinguishable from an normal tree."
Encounter Stat Blocks
Encounters Deadbridge goliath Golgari shaman mounted on a
CR Creature Source Page beetle rider deadbridge goliath beetle
0 Shrieker MM 138
Named Encounters
1/4 Devkarin warrior (drow) MM 128
Name Appropiate Stat Block Info
1/4 Fungus drudge (zombie) MM 316
Current
Jarad Jarad
1/4 Vegepygmy VGM 196 guildmaster
1/4 Violet fungus MM 138 Erstwhile
Storrev Devkarin lich
leader
1/2 Kraul warrior GGR 213
Devkarin
1/2 Piranha beetles (swarm of insects) MM 338 Izoni Golgari shaman (elf)
Matka
1/2 Reclaimer (scout) MM 349
Golgari shaman (elf) where
1 Golgari Lair** GGR 236 Cevraya giant insect can summon Ooze master
ochre jellies
1 Skein spider (giant spider) MM 328
Mazirek Kraul death priest Kraul leader
1 Thorny VGM 197
Varolz Rot troll Maze runner
2 Ankheg MM 21
Sisters of Former
2 Gobbling ooze (gelatinous cube)* MM 242 Sister of Stone Death
Stone Death guildmasters
2 Green jelly (ochre jelly)* MM 243 Jarad where Undead
2 Mossdog* LGFMR 6 Svogthir Fortitude needs a DC of 0 + Parun
the damage taken
2 Ogre zombie MM 316
Sister of Stone Death with all
2 Swarm of maggots* VGR 247 Vraska Ursurper
traits
2 Vegepygmy chief VGM 197
Golgari Lair
3 Erstwhile (wight) MM 300
When at least six Golgari defend their territory together, they
4 Kraul death priest GGR 214 can call on the environment to aid them. The group must
5 Deadbridge goliath beetle (triceratops) MM 80 include Jarad Vod Savo, or at least one Sister of Stone-Death,
Golgari shaman, kraul death priest, undercity medusa, or
5 Devkarin elite warrior (drow elite warrior) MM 128 Devkarin lich.
5 Golgari shaman GGR 236
5 Woodwraith (shambling mound) MM 270
5 Troll MM 291 Errata
Deadbridge Goliath Beetle (Triceratops) Increased
6 Undercity medusa GGR 222 Trampling Charge from DC 13 to DC 17 Strength
8 Corpse flower MTF 127 saving throw (8 + Prof + Str), as is used by other
creatures (such as Mammoths).
8 Necroplasm* LGFMR 20 Jarad vod Savo Receives truesight 120 ft. instead of
8 Ochran assassin (assassin) MM 343 darkvision. He is the improved version of the
Devrakin Lich which has already truesight, it goes
9 Rot troll* MTF 244 without saying he shouldn't be weaker.

54
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Gruul Clans 14 Wurm GGR 225
18 Borborygmos GGR 238
See pages 185 and 237-239 of the GGR for complete
information. 23 Ilharg* LGFMR 7

Hellions Monsters with * are added to the original list by this


Hellions are worm-like creatures with a funnel-like mouth module.
lines with rows and rows of teeth. They use tendrils on their
head to catch their prey. Hellions are revered by the Gruul as Mounted Encounters
the natural manifestation of rage and destruction. These Encounter Stat Blocks
hellions use the statistics of a regular rhemorhaz as Giant boar Rubblebelt stalker mounted on a
described in the MM, but their bite attack is named a tendril rider batterboar
attack.
Maaka rider Rubblebelt stalker mounted on a maaka
Ragebeasts
Ogre rider Anarch mounted on an ogre
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: Named Encounters
Reckless. At the start of its turn, the ragebeast can gain Appropiate Stat
advantage on all melee weapon attack rolls it makes during Name Block Info
that turn, but attack rolls against it have advantage until the Burning Tree Clan leader
start of its next turn. Borborygmos Borborygmos and current
Siege Monster. The ragebeast deals double damage to "guildmaster"
objects and structures.
Cisarzim Borborygmos Parun
Encounters Druid of the Old
CR Creature Source Page Domri Rade Ursurper
Ways (human)
1/4 Anarch GGR 239 Zhur-Taa Clan leader and
Druid of the Old
1/4 Boar* MM 319 Nikya follower of the Old
Ways (centaur)
Ways
1/2 Rubblebelt stalker GGR 239
Sunder shaman
1/2 Viashino (lizardfolk) MM 204 Ruric Thar Ghor Clan leader
(ettin)
1 Half-ogre MM 238 The hate-seed,
Ulasht Hellion embodiment of
2 Batterboar (giant boar) MM 323
mindless rage
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

55
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Izzet League The Firemind
See pages 185 and 240-243 of the GGR for complete Niv-Mizzet created the Firemind where any
information. member of the Izzet can tap into. It is a psionic
repository of ideas used to coordinate experiments
Encounters and research. Niv-Mizzet only show the part that
CR Creature Source Page his underlings need to know, making the true
0 Attendant (commoner) MM 345 purpose of some experiments impossible to grasp
for mortals. Most Izzet guildhalls have a place
1/4 Apprentice wizard VGM 209 where members can receive the following traits:
1/4 Pixie MM 253 (1/Day) The creature regains a spell slot of 3rd
1/4 Smoke mephit MM 217 level or lower.
(1/Day) The creature has advantage on its next
1/4 Sprite MM 283 Intelligence (arcana) roll.
1/4 Steam mephit MM 217 If Niv-Mizzet deems the creature worthy, he
can telepathic link with it as if he'd cast
1/2 Ice mephit MM 215 telepathy.
1/2 Magma mephit MM 216
1/2 Scorchbringer guard GGR 243 Named Encounters
1/2 Viashino (lizardfolk) MM 204 Name Appropiate Stat Block Info
1 Galvanice weird GGR 209 Parun and current
Niv-Mizzet Niv-Mizzet
2 Counterflux blastseeker GGR 242 guildmaster

4 Blistercoil weird GGR 207 Chamberlain of


Maree Izmundi (goblin)
Niv-Mizzet
4 Cosmotronic blastseeker GGR 242
Melek Melek Maze runner
4 Hundred-Year Storm** LGFMR 48
Common
5 Flux blastseeker GGR 242 Galvanic blastseeker or researcher
Mizzix
izmundi (goblin) promoted to
5 Galvanic blastseeker GGR 243
izmagnus
6 Chemister (mage) MM 347
Galvanic blastseeker
7 Fluxcharger GGR 208 (human) which can cast Highest
Ral Zarek
chain lightning 3/day (all guildmage
8 Nivix cyclops GGR 216 traits apply)
11 Mizzium tank* LGFMR 10 Cosmotronic and flux
Tibor/Lumia Guild champions
12 Izmundi (archmage) MM 342 blastseeker (human)
12 Arclight phoenix GGR 193 Zomac
Izmundi (human) Ursurper
Hauj
15 Izzet djinn* LGFMR 13
16 Melek* LGFMR 18 Hundred-Year Storm
26 Niv-Mizzet GGR 241 When at least five Izzet scientist work on an experiment
together within a laboratory, they can accidentally initiate a
Monsters with * are added to the original list by this hundred-year storm. The group must include Niv-Mizzet or at
module. least one chemister (mage) or izmundi (archmage).
Entries with ** are lairs or other effects

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.

56
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Orzhov Syndicate 6 Gallow speaker* VGR 234
6 Advokist (mage) MM 347
See pages 186 and 244-245 of the GGR for complete
information. 6 Orzhov giant GGR 202
8 Blood drinker vampire GGR 223
Advokist
An Advokist is a mage, as described in the MM, but it knows 8 Obzedat ghost GGR 245
Common plus any four languages and it is an Orzhov 9 Deathless collector* LGFMR 12
spellcaster with the following wizard spells prepared:
Cantrips (at will): chill touch, friends, guidance 12 Prelate* LGFMR 41
1st level (4 slots): command, detect magic, find familiar 14 Deathpact angel GGR 191
(servitor or winged thrull only), illusory script
2nd level (3 slots): blindness/deafness, suggestion, zone of 21 Orzhova* LGFMR 24
truth
3rd level (3 slots): bestow curse, counterspell, spirit guardians Monsters with * are added to the original list by this
4th level (3 slots): blight, death ward, Leomund's secret chest module.
5th level (1 slot): cone of cold, geas
Mounted Encounters
Gargoyles Encounter Stat Blocks
Gargoyles usually have very loud screams that can alarm Gargoyle rider Advokist mounted on a gargoyle
other guardians against intruders. However, some of them
have such loud pitches that it will damage the intruder itself. Knight of Obligation Knight mounted on a warhorse
These gargoyles have the Shrieking Affliction trait:
Shrieking Affliction. The gargoyle emits destructive energy Named Encounters
in a 10-foot cube. Each creature in that area must succeed on Appropiate Stat
a DC 13 Constitution saving throw or take 7 (2d6) thunder Name Block Info
damage and be deafened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending the Armin
Prelate (human)
Acting head of the church,
effect on a success. Morov part of the Triumvirate

Encounters PC statblock,
Kaya Ursurper
see here
CR Creature Source Page
Chief warrior-executioner,
0 Bat MM 318 Maladola Deathpact angel
part of the Triumvirate
0 Commoner MM 345 Parun (although unknown in
Obzedat
1/8 Guard MM 347 Obzedat ghost its current state) and current
members
guildmasters
1/8 Oligarch (noble) MM 348
Slavomir Blood drinker Finance manager of the
1/4 Acolyte MM 342 Zoltan vampire guild, part of the Triumvirate
1/4 Giant bat MM 323 Teysa Grand Envoy and Maze
Advokist
1/4 Servitor thrull GGR 221 Karlov runner

1/4 Swarm of bats MM 337 Advokist


Tomik Right hand of the Karlov
mounted on a
1/2 Thug MM 350 Vrona family
gargoyle
1/2 Warhorse* MM 340
Debtors
1/2 Winged thrull GGR 221
Any creature with an Intelligent score of 4 or higher can be
1 Indentured spirit GGR 206 indebted to a creditor (see page 47).
1 Spirit (specter) MM 279
2 Gargoyle MM 140
2 Priest MM 348
Errata
Obzedat Ghosts Increased the DC 13 Constitution
3 Knight MM 347 saving throw to DC 16 (8 + Prof + Wis) for their
3 Tithe drinker vampire* LGFMR 30 life drain attack, as is used by other ghost-like
creatures (such as Wraiths). They also get expertise
4 Taj (ghost) MM 147 in Arcana (+10) so they can at least realistically
5 Fleshmage* LGFMR 38 control their own sphere of annihilation.

5 Thrull grotesque* LGFMR 29

57
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Monsters with * are added to the original list by this
Cult of Rakdos module.
See pages 186 and 246-250 of the GGR for complete Entries with ** are lairs or other effects
information.
Blood Witch Coven
Devils and Demons
Rakdos devils are considered demons. They are chaotic evil, When blood witches must work together, they
form covens to perform rituals and please their
they speak Abyssal and not Infernal, and they lack Devil's lord Rakdos. A coven is made up of witches whom
Sight. are all equals within the group. However, each of
Encounters the witches schemes to get more favor from
Rakdos than the others. A blood witch that is part
CR Creature Source Page of a coven has a challenge rating of 9 (5,000 XP).
1/8 Bandit MM 343 A coven consists of three blood witches so that
any arguments between two witches can be settled
1/8 Cultist MM 345 by the third. A rakdos riteknife is often used in
1/2 Cackler GGR 195 their rituals.
Shared Spellcasting. While all three members of a
1/2 Magmin MM 212 witch coven are within 30 feet of one another, they
can each cast the following spells from the
1/2 Thug MM 350
wizard's spell list but must share the spell slots
1 Quasit* MM 63 among themselves:
1st level (4 slots): identify, ray of sickness
Rakdos performer (blade juggler, fire
1 GGR 249 2nd level (3 slots): hold person, locate object
eater, or high-wire acrobat) 3rd level (3 slots): bestow curse, counterspell,
2 Berserker MM 345 fireball
4th level (3 slots): confusion, phantasmal killer
2 Cult fanatic MM 345 5th level (2 slots): contact other plane (abyss
2 Ogre MM 237 only), dance macabre, raise dead
6th level (1 slot): blade barrier
2 Ogre zombie* MM 316 For casting these spells, each witch is a 12th-
2 Rakdos lampooner GGR 248 level spellcaster that uses Charisma as her
spellcasting ability. The spell save DC is 15, and the
2 Swarm of hell rats LGFMR 7 spell attack bonus is +7.
3 Hell hound MM 182
3 Nightmare MM 235 Named Encounters
3 Ogre chain brute MTF 221 Name Appropiate Stat Block Info
3 Rakdos lair** GGR 250 Blood witch with a rakdos Highest ranking
Exava
4 Driller* LGFMR ?? riteknife equipped blood witch

5 Barbed devil MM 70 Blood witch which can


Most favored
Hekara innately cast cloud of
5 Cambion MM 36 blood witch
daggers (3rd level) at will
6 Bloodfray giant GGR 200 Grand dame and
Judith Ringmaster
scourge diva
7 Blood witch GGR 248
Master of
7 Ringmaster LGFMR 43 Juri Ringmaster
ceremonies
8 Chain devil* MM 72
Massacre Most ruthless
Massacre girl
9 Blood witch (coven)** LGFMR 58 Girl assassin
9 Master of cruelties GGR 196 Parun and
Rakdos Rakdos
guildmaster
9 Shadow horror GGR 205
11 Horned devil MM 74 Rakdos Carnival
12 Avatar of discord (erinyes)* MM 73 When at least six Rakdos performers perform together in
12 Sire of insanity GGR 197
public, they can call on the carnival to aid them. The group
must include Rakdos/Massacre Girl or at least one blood
13 Massacre Girl LGFMR 17 witch, troupe master, or master of cruelties.
24 Rakdos GGR 247

58
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Selesnya Conclave 8 Phytohydra (hydra)* MM 190
9 Conclave dryad GGR 194
See pages 186-187 and 251-253 of the GGR for complete
information. 9 Treant MM 289
11 Living temple* LGFMR 15
Phytohydra
The phytohydra is a carnivorous plant which regrows heads 12 Wurmcaller (archdruid)* VGM 210
like a hydra. Planting them has disastrous consequences if 14 Wurm GGR 225
not properly taken care of. A phytohydra is a hydra, as
described in the MM, but is a plant instead of monstrosity. 18 Trostani GGR 252
23 Awakened Vitu-Ghazi* LGFMR 16
Wurmcaller
Wurmcallers are druids that can tame and control the Monsters with * are added to the original list by this
Conclave's wurms. They are very valuable members that have module.
a wide area of expertise. A wurmcaller is an archdruid, as
described in VGM, but all of their spells and abilities that Mounted Encounters
affect beasts can also affect wurms. In addition, they are
proficient in Wisdom (Animal Handling) with +9. Encounter Stat Blocks
Scout or archer mounted on a
Encounters Equenaut (cavalry)
pegasus
CR Creature Source Page
Ledev guardian
Knight mounted on a dire wolf
0 Hawk* MM 330 (outrider)
0 Small nature elemental (awakened shrub) MM 317 Rhino charger Soldier mounted on a rhinoceros
1/8 Twig blight MM 32 Wurm rider Wurmcaller mounted on a wurm
1/4 Axe beak MM 317
1/4 Needle blight MM 32 The Worldsoul
1/2 Scout MM 349 Everyone connected with the Selesnya Conclave
has in some way faith in the Worldsoul, the all
1/2 Soldier GGR 226
compassing essence of the world around them.
1/2 Vine blight MM 32 Everything is connected and Trostani, the vodas,
and the strongest devotes can commune with it.
1 Dire wolf MM 321 When at a vernadi, it might be possible once a day
1 Dryad MM 121 to feel a momentary impression of the Worldsoul
as if the person has cast commune.
1 Horncaller GGR 253
2 Druid MM 346
2 Huge nature elemental (awakened tree) MM 317 Named Encounters
Appropiate Stat
2 Pegasus MM 250 Name Block Info
2 Priest MM 348 Teacher of the Kasarna
2 Rhinoceros* MM 336 Alcarus Archer (elf) training grounds, high
council
3 Archer VGM 210
Emmara Elf with stats of a Maze runner, high
3 Healer* LGFMR 38 Tandris conclave dryad council
3 Knight MM 347 Trostani plus Vitu-
Mat'Selesnya Parun
3 Veteran MM 350 Ghazi

5 Earth elemental MM 124 Shaper of the Sumala


Sadruna Woodshaper (elf)
garden, high council
5 Quietman LGFMR 42
Saint Bayul Healer (loxodon) Living saint
5 Shambling mound MM 270
Merger of Trostani, high
5 Wood woad VGM 198 Suniel Woodshaper (elf)
council
6 Giant beast (mammoth)* MM 332 Trostani Trostani Current guildmaster
7 Woodshaper* LGFMR 44

59
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Simic Combine 13 Skyswimmer GGR 220
16 Category 3 krasis GGR 212
See pages 187 and 254-255 of the GGR for complete
information. 16 Zegana GGR 255
17 Dragon turtle MM 119
Terraformer
A Terraformer is a mage, as described in the MM, but it is a 20 Experiment Kraj* LGFMR 21
11th-level Simic spellcaster with the following wizard spells 23 Kraken MM 197
prepared:
Cantrips (at will): acid splash, druidcraft, light, mold earth Monsters with * are added to the original list by this
1st level (4 slots): earth tremor, detect poison and disease, module.
expeditious retreat
2nd level (3 slots): continual flame, gust of wind Named Encounters
3rd level (3 slots): fireball, water breathing, wind wall
4th level (3 slots): ice storm, freedom of movement Name
Appropiate Stat
Block Info
5th level (2 slot): creation, transmure rock
6th level (1 slot): move earth Experiment
Experiment Kraj Greatest creation
Kraj
Encounters
Hybrid spy Cryptozoologist and
CR Creature Source Page Lonis
(simic hybrid) author of this book
0 Homunculus MM 188 Creator of cytoplasts,
Momir Vig Zegana (elf)
1/8 Giant crab* MM 324 former guildmaster
1/8 Merfolk MM 218 Apex hybrid First result of the Guardian
Roalesk
(simic hybrid) Project
1/2 Hybrid spy GGR 218
Zegana
1 Category 1 krasis GGR 210 Simic Parun
(vedalken)
1 Giant octopus MM 326 Forcemage
Trifon Speaker of Zonot Four
1 Hybrid poisoner GGR 217 (simic hybrid)
1 Hybrid shocker GGR 218 Zegana (simic Speaker of Zonot Three,
Vannifar
hybrid) current guildmaster
2 Forcemage (druid) MM 346
Biomancer Leader of the Hull Clade,
2 Green jelly (ochre jelly)* MM 243 Vorel
(merfolk) maze runner
2 Hybrid brute GGR 217 Speaker of Zonot One,
Zegana Zegana
2 Hybrid flier GGR 217 former guildmaster

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

60
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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.
61
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Part IV
References and Credits

Page Creature Artist


Artists 36 Apex Hybrid Svetlin Velinov
All art used for creatures and chapters are taken from Magic:
The Gathering card artwork. The mtg artists are listed below: 37 Arbiter Zoltan Boros
Zoltan Boros & Gabor
Artists 38 Driller
Szikszai
Page Creature Artist
40 Necrosage Daarken
1 Front Page Titus Lunter
41 Prelate Adam Rex
3 Part I: Bestiary Andrew Mar
42 Spellbreaker Mark Behm
4 Azor I Ryan Pancoast
43 Ringmaster Dmitry Burmak
6 Spy Bug James Paick
44 Woodshaper Sara Winters
7 Ilharg Filip Burburan
45 Part II: Lairs John Severin Brassell
11 Pavement Sweeper Izzy
46 Parhelion II Adam Paquette
11 Spy Thopter Magali Villeneuve
47 Hundred-Year Storm Svetlin Velinov
12 Deathless Collector Seb McKinnon
48 Immortal Sun Kieran Yanner
13 Izzet Djinn Michael Sutfin
Part III: Creatures by
14 Rubble Elemental Raymond Swanland 50 Viktor Titov
Guild
15 Living Temple Chase Stone
Other
16 Awakened Vitu-Ghazi Jaime Jones
D&D Watercolor Stains Gallery by Jared Ondricek: link
17 Massacre Girl Chris Rallis Consolidated Ravnica creature tables by /u/Rururrur: link
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

62
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The
End
Although....

What is Nicol Bolas up to these days?

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