Bestiary

The following pages feature stat blocks for various creatures of Ravnica, arranged in alphabetical order. For guidance on how to use a creature’s stat block, consult the introduction of the Monster Manual.

Monsters A - D

Angels

Ravnican angels are physical manifestations of the principles of justice and righteousness. Created in the image of the founder of the Boros Legion, Razia, they originally all served in the legion, but individual angels embody different approaches to ideals of justice, duty, law, and order. This diversity has caused some angels to leave the Boros Legion; they might join other guilds or remain independent, protecting the guildless.

Angels from Ravnica appear similar to human women with two large feathered wings. Present-day angels have the full range of human height, weight, and coloration. Some are crowned or surrounded by a glowing nimbus of light, and others have hair like living flame.

Immortal Nature. Angels don’t require air, food, drink, or sleep.

Boros Angels

Angels of the Boros Legion view themselves as the embodiments of what their creator intended. They are fierce warriors devoted to justice and dedicated to protecting the weak against evil and oppression. They are commanders, advisors, strategists, and soldiers. Their presence in battle inspires the mortal soldiers of the legion with righteous zeal.

Most Boros soldiers assume that angels are paragons of goodness, wisdom, and mercy. The reality is that angels aren’t immune to the temptations of corruption, and the necessities of political machination can compromise the best of them.

Warleaders. The wisest, most visionary angels are responsible for forming and implementing the military strategy of the Boros Legion. Since they are immortal, their plans might span centuries, and they have been known to accept decades of losses as a reasonable cost for a more significant victory many years later. These warleaders have the statistics of planetars or solars (as presented in the Monster Manual), but their appearance is similar to other Boros angels.

Battleforce Angel

Battleforce angels are the radiant hosts that soar into combat, bathed in the light of Boros zeal. They lead companies of mortal soldiers from above or fly ahead of roc-mounted skyknights. They don’t shy away from the blood, pain, and confusion of combat; rather, they immerse themselves in the shifting tides of battle. Only by wading into the battle can they fulfill their responsibility to carry out the commands of the warleaders by adapting their tactics to the shifting situation on the ground.

Medium Celestial, Lawful Good

Armor Class 18 (Plate)
Hit Points 66 (12d8 + 12)
Speed 30 ft., Fly 90 ft.,

STR
16 (+3)
DEX
12 (+1)
CON
13 (+1)
INT
11 (0)
WIS
17 (+3)
CHA
18 (+4)

Saving Throws WIS +6, CHA +7,
Skills Investigation +3, Perception +6,
Damage Resistances Fire, Radiant,
Condition Immunities Charmed, Frightened, Exhaustion,
Senses Darkvision 120 ft., Truesight 120 ft., Passive Perception 16
Languages All,
Challenge 5 (1,800 XP)

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

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

Actions

Multiattack. The angel makes two melee attacks. It also uses Battlefield Inspiration.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) radiant damage. If the target is within 5 feet of any of the angel’s allies, the target takes an extra 2 (1d4) radiant damage.

Battlefield Inspiration. The angel chooses up to three creatures it can see within 30 feet of it. Until the end of the angel’s next turn, each target can add a d4 to its attack rolls and saving throws.

Firemane Angel

Firemane angels are holy champions and paragons of war who specialize in single combat. They are powerful warriors who seek out the mightiest foes in any conflict, trusting lesser soldiers to handle lesser opponents.

Like many other Boros angels, firemanes typically have red hair. In the heat of battle, a firemane’s hair can ignite, transforming into a mane of flames cascading over its shoulders and down its back.

Medium Celestial, Chaotic Good

Armor Class 18 (Plate)
Hit Points 135 (18d8 + 54)
Speed 40 ft., Fly 90 ft.,

STR
22 (+6)
DEX
15 (+2)
CON
17 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
23 (+6)

Saving Throws STR +10, WIS +6, CHA +10,
Skills Insight +6, Perception +6,
Damage Resistances Fire, Radiant, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks,
Condition Immunities Charmed, Frightened, Exhaustion,
Senses Truesight 120 ft., Passive Perception 16
Languages All,
Challenge 12 (8,400 XP)

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

Innate Spellcasting. The angel’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The angel can innately cast the following spells, requiring no material components:

3/day each: compelled duel, guiding bolt (as a 5th-level spell)

1/day each: daylight, fireball (as a 6th-level spell)

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

Relentless (Recharges after a Short or Long Rest). If the angel takes 21 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Multiattack. The angel makes two melee attacks.

Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6) slashing damage if used with two hands, plus 22 (5d8) fire or radiant damage (angel’s choice).

FIREMANE NEVENA

Chastised by Aurelia after leading a successful assault against a group of guildless rebels, Nevena has distanced herself from the Boros Legion’s leadership and independently pursues her own vision of justice and punishment. Nevena’s willful independence is a source of tension among the firemanes as well as in the upper echelons of the legion’s leadership. How much should a firemane be free to pursue her own agenda, given that her agenda is righteous and just? For now, Aurelia has decided to let Nevena have an unprecedented degree of freedom, but if she betrays any hint of corruption, she will quickly be brought back under close scrutiny.

Orzhov Angels

Few angels find anything appealing in the corruption and decadence embodied by the Orzhov Syndicate, since such a society is fundamentally antithetical to their natures, but disillusionment can seduce even immortal beings. When cynicism takes root in an angel’s heart, when questions undermine devotion to the cause of justice, when strength becomes a tool to lord over the weak, the Orzhov Syndicate is there to welcome the angel with open arms, offering status, respect, and power.

Orzhov angels might claim positions as executioners, commanders, or power brokers, but more often they carve out their own place in the guild, standing apart from the otherwise rigid hierarchy of the Orzhov.

Deathpact Angel

Deathpact angels dwell in the grandest of Orzhov cathedrals, where they surround themselves with wealth and wretched vassals that are utterly in their thrall.

Gift Givers. Posing as a beneficent god, a deathpact angel attracts petitioners who beg the angel for blessings: wealth, prestige, health, revenge, and the like. Imagining itself generous and merciful, the angel usually tries to grant the petitioners what they seek by using its abilities, drawing from its hoard of riches, or extorting favors from other members of the guild. True to the spirit of the Orzhov, though, the angel doesn’t bestow these gifts out of kindness, but for the sake of gaining fanatical followers who owe it life debts.

Debt and Indenture. Those who receive favors from a deathpact angel incur a debt that they carry with fervent devotion. They regularly bring trinkets and offerings to the angel, no longer asking or expecting anything in return, and even willingly offer up their mortal lives for their angelic patron. Even after death, these debtors continue to serve the angel and the Orzhov Syndicate as indentured spirits (described later in this chapter).

Medium Celestial, Lawful Evil

Armor Class 18 (Natural Armor)
Hit Points 175 (27d8 + 54)
Speed 30 ft., Fly 90 ft.,

STR
16 (+3)
DEX
18 (+4)
CON
14 (+2)
INT
19 (+4)
WIS
20 (+5)
CHA
23 (+6)

Saving Throws INT +9, WIS +10, CHA +11,
Skills Insight +10, Intimidation +11, Perception +10, Persuasion +11,
Damage Resistances Necrotic, Radiant, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks,
Condition Immunities Charmed, Frightened, Exhaustion,
Senses Truesight 120 ft., Passive Perception 20
Languages All,
Challenge 14 (11,500 XP)

Exploitation of the Debtors. As a bonus action, the angel targets a creature charmed by it that it can see within 30 feet of it. The angel deals 11 (2d10) necrotic damage to the target, and the angel gains temporary hit points equal to the damage dealt.

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

Innate Spellcasting. The angel’s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The angel can innately cast the following spells, requiring no material components:

At will: command (as a 2nd-level spell), detect evil and good

3/day each: charm person (as a 5th-level spell), darkness, suggestion

1/day: raise dead

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

Actions

Multiattack. The angel makes two attacks with its scythe. It can substitute Chains of Obligation for one of these attacks.

Scythe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 27 (6d8) necrotic damage.

Chains of Obligation. The angel targets one creature charmed by it that it can see within 90 feet of it. The target must succeed on a DC 19 Charisma saving throw or become paralyzed for 1 minute or until it takes any damage.

DEBTS PAID

A deathpact angel can give an indentured spirit a clause to escape its bound servitude: if the angel ever dies, the indentured spirit can sacrifice its undead existence to restore the angel to life. Upon seeing the angel drop to 0 hit points, an indentured spirit can destroy itself, its debt discharged as it dissipates, after which the angel returns to life with 1 hit point.

Archon of the Triumvirate

Archons are enigmatic, supernatural embodiments of the harshest aspects of law and order. They espouse a rigid sense of justice and deal ruthless punishment to those who break the law. This nature often aligns them with the Azorius Senate, and they are commonly seen circling above the Azorius guildhall astride their winged felidar mounts, soaring alongside griffon-mounted hussars.

An archon appears as an armored humanoid figure, nearly always mounted. Its face is usually shadowed beneath a large hood; those who have seen beneath the hood describe a face of celestial beauty with a stern expression and blank white eyes.

Eternal Riders. The bond between an archon and its winged felidar mount is so close that the two are sometimes considered a single being, acting with a single mind. If an archon is ever thrown from its saddle, it can magically return to its place astride its mount in an instant.

Immortal Nature. An archon doesn’t require food, drink, or sleep.

Medium Celestial, Lawful Neutral

Armor Class 18 (Plate)
Hit Points 144 (17d8 + 68)
Speed 30 ft.,

STR
20 (+5)
DEX
15 (+2)
CON
19 (+4)
INT
15 (+2)
WIS
21 (+5)
CHA
18 (+4)

Saving Throws CON +9, WIS +10, CHA +9,
Skills Insight +10, Perception +10,
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks,
Condition Immunities Charmed, Frightened, Exhaustion,
Senses Darkvision 120 ft., Passive Perception 20
Languages All,
Challenge 14 (11,500 XP)

Eye of the Law. As a bonus action, the archon can target a creature it can see within 120 feet of it and determine which laws that creature has broken in the last 24 hours.

Innate Spellcasting. The archon’s innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The archon can innately cast the following spells, requiring no material components:

At will: calm emotions, command, compelled duel

Mount. If the archon isn’t mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount along with any equipment it is wearing or carrying.
While mounted and not incapacitated, the archon can’t be surprised, and both it and its mount gain advantage on Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well.

Actions

Multiattack. The archon makes two Hammer of Justice attacks.

Hammer of Justice. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 18 (4d8) force damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Pacifying Presence. Each creature of the archon’s choice that the archon can see within 120 feet of it must succeed on a DC 18 Wisdom saving throw, or else the target drops any weapons it is holding, ends its concentration on any spells or other effects, and becomes charmed by the archon for 1 minute. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the archon’s Pacifying Presence for the next 24 hours.

Legendary Actions

The archon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The archon regains spent legendary actions at the start of its turn.

Rejoin Mount. If the archon isn’t mounted, it magically teleports to its steed and mounts it as long as the archon and its steed are on the same plane of existence.

Smite (Costs 2 Actions). The archon makes a Hammer of Justice attack, and then its mount can use its reaction to make a melee weapon attack.

Detention (Costs 3 Actions). The archon targets a creature it can see within 60 feet of it. The target must succeed on a DC 18 Charisma saving throw or be magically teleported to a harmless demiplane until the end of the archon’s next turn, whereupon the target reappears in the space it left or the nearest unoccupied space if that space is occupied.

Arclight Phoenix

An arclight phoenix is variously said to be a byproduct of a lightning strike on an aviary, a mishap in an effort to create a translocation device, or a successful attempt to create an elemental creature in the form of a majestic bird.

Whatever its origin, an arclight phoenix looks like a bird of prey formed entirely of electrical energy. Lightning fans out behind it as it bolts from place to place through the sky, making up in speed what it lacks in grace and majesty. It seems happiest during natural thunderstorms, as it darts among the clouds, gliding alongside thunderbolts.

Elemental Nature. An arclight phoenix doesn’t require air, food, drink, or sleep.

Medium Elemental, Chaotic Neutral

Armor Class 16
Hit Points 142 (19d8 + 57)
Speed 0 ft., Fly 120 ft.,

STR
15 (+2)
DEX
22 (+6)
CON
17 (+3)
INT
5 (-2)
WIS
12 (+1)
CHA
7 (-1)

Saving Throws DEX +10,
Damage Resistances Thunder, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks,
Damage Immunities Lightning, Poison,
Senses Darkvision 60 ft., Passive Perception 11
Languages --
Challenge 12 (8,400 XP)

Flyby. The arclight phoenix doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Grounded Lightning. The first time on a turn that the arclight phoenix touches the ground, it takes 11 (2d10) force damage.

Illumination. The arclight phoenix sheds bright light in a 15-foot radius and dim light for an additional 15 feet.

Lightning Form. The arclight phoenix can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 9 (2d8) lightning damage. In addition, the arclight phoenix can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 9 (2d8) lightning damage.

Crackling Death. When the arclight phoenix dies, it explodes. Each creature within 30 feet of it must make a DC 18 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one. The explosion destroys the phoenix but leaves behind a Tiny, warm egg with a mizzium shell.

The egg contains the embryo of a new arclight phoenix. It hatches when it is in the area of a spell that deals lightning damage, or if a creature touches the egg and expends spell slots whose combined levels equal 13 or more. When it hatches, the egg releases a new arclight phoenix that appears in the egg’s space.

Actions

Arclight Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 27 (6d8) lightning damage, and lightning jumps from the target to one creature of the phoenix’s choice that it can see within 30 feet of the target. That second creature must succeed on a DC 18 Dexterity saving throw or take 27 (6d8) lightning damage.

Conclave Dryad

The lush forests that once grew on Ravnica are gone, but the dryads remain, striving to bring the sprawling city and the verdant green of nature into harmony. Dryads believe that their efforts are the will of Mat’Selesnya, the soul of the world, and they spread their teachings through every Selesnya enclave.

Thanks to their attunement to Mat’Selesnya, dryads serve as visionaries and spiritual intermediaries for the Selesnya Conclave. They hold positions of great respect as spiritual leaders, and also share their vision of harmonious construction as architects, working with stonemasons and woodshapers to create Selesnya enclaves.

Summoned Mount. When leading its guild into battle, a dryad rides a magically summoned creature woven of living branches, vines, and grasses and imbued with a fey spirit.

Medium Fey, Lawful Good

Armor Class 16 (Natural Armor)
Hit Points 143 (22d8 + 44)
Speed 30 ft.,

STR
12 (+1)
DEX
19 (+4)
CON
14 (+2)
INT
19 (+4)
WIS
20 (+5)
CHA
21 (+5)

Saving Throws INT +8, WIS +9, CHA +9,
Skills Arcana +8, Nature +8, Perception +9,
Senses Darkvision 60 ft., Passive Perception 19
Languages Common, Elvish, Sylvan,
Challenge 9 (5,000 XP)

Innate Spellcasting. The dryad’s innate spellcasting ability is Charisma (spell save DC 17). The dryad can innately cast the following spells, requiring no material components:

At will: druidcraft

3/day each: dispel magic, entangle, plant growth, spike growth

1/day each: moonbeam, grasping vine, wall of thorns

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

Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they and the dryad shared a language.

Actions

Multiattack. The dryad makes three attacks, using its vine staff, its longbow, or both.

Vine Staff. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or become restrained by twisting vines for 1 minute. A target restrained in this way can use an action to make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on a success.

Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Summon Mount (1/Day). The dryad magically summons a mount, which appears in an unoccupied space within 60 feet of the dryad. The mount remains for 8 hours, until it or the dryad dies, or until the dryad dismisses it as an action. The mount uses the stat block of an elk (see the Monster Manual) with these changes: it is a plant instead of a beast, it has an Intelligence of 6, and it understands Sylvan but can’t speak. While within 1 mile of the mount, the dryad can communicate with it telepathically.

Suppress Magic (Recharge 5–6). The dryad targets one magic item it can see within 120 feet of it. If the magic item isn’t an artifact, its magical properties are suppressed for 10 minutes, until the dryad is incapacitated or dies, or until the dryad uses a bonus action to end the effect.

Demons

Just as angels are incarnations of the ideals of justice, demons embody depraved impulses: selfishness, cruelty, hatred, greed, and lust for power. Demons are strongly associated with the Cult of Rakdos; in fact, the demons of Ravnica might have been created by Rakdos in the same way that angels were created by the Boros Legion’s founder. As a demon lord who has chosen to live in Ravnica, Rakdos claims authority over all the demons of this world — even if some of them, ambitious and headstrong as demons are, rebel against his authority.

Demons are agents of destruction that work their acts of terror in plain sight under the auspices of the Cult of Rakdos. They exhibit their cruelty in dramatic performances that leave the audience members blood-soaked but ecstatic. They incite mob riots that raze entire city blocks. The only thing demons fear is Rakdos himself, who doesn’t tolerate rivals and hates to be upstaged.

Demonic “Devils.” The creatures called “devils” in Ravnica are minor demons akin to quasits. While the larger demons embody evil qualities such as blood lust and torment, these lesser demons reflect the whimsical and chaotic side of Rakdos and his cult. Their mischievous antics cause disorder and destruction out of proportion to the demons’ small size.

Diabolic Demons. Many of the demons of Ravnica are monstrous, winged creatures of human-like form. They are best represented by the statistics of the nalfeshnee, the shadow demon, or the vrock in the Monster Manual. Demons associated with the Cult of Rakdos often have fiery attacks that make them similar to barbed devils or horned devils, except that they are demons. (They are chaotic evil, they speak Abyssal and not Infernal, and they lack Devil’s Sight.)

Cackler

Cacklers are small, jabbering jesters that spice up Rakdos performances with their chaotic antics. Their incessant cackling can inspire uncontrollable laughter by making everything — even the most horrifying spectacles — seem hilarious. Some cacklers excel at vocal mimicry and perform as impressionists; others put their sadistic bent to use by lurking in shadows and terrifying passersby. Rakdos performers enjoy dressing cacklers in a variety of masks, hats, and costumes to lampoon public figures.

Small Fiend (Demon, ), Chaotic Evil

Armor Class 15 (Natural Armor)
Hit Points 10 (3d6)
Speed 30 ft.,

STR
9 (0)
DEX
16 (+3)
CON
11 (0)
INT
11 (0)
WIS
7 (-1)
CHA
12 (+1)

Skills Deception +3, Performance +3,
Damage Resistances Cold, Fire, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks,
Damage Immunities Poison,
Condition Immunities Poisoned,
Senses Darkvision 120 ft., Passive Perception 10
Languages Abyssal, Common,
Challenge 1/2 (100 XP)

Innate Spellcasting. The cackler’s innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). The cackler can innately cast the following spells, requiring no material components:

At will: fire bolt

1/day: Tasha’s hideous laughter

Last Laugh. When the cackler dies, it releases a dying laugh that scars the minds of other nearby creatures. Each creature within 10 feet of the cackler must succeed on a DC 11 Wisdom saving throw or take 2 (1d4) psychic damage.

Mimicry. The cackler can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Spiked Chain. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Master of Cruelties

When a master of cruelties steps up as ringleader of a Rakdos show, the audience can be assured of a performance they will remember for the rest of their lives — however brief that might be.

The mesmerizing presence of a master of cruelties draws every eye to the demon and commands an audience’s full attention. With every act of depraved torment the demon performs, onlookers are drawn more and more into the blood lust. Audiences clamor for more violence, and those who get too caught up in the revelry feel compelled to partake in the indiscriminate killing.

Large Fiend (Demon, ), Chaotic Evil

Armor Class 18 (Plate)
Hit Points 127 (15d10 + 45)
Speed 30 ft.,

STR
18 (+4)
DEX
17 (+3)
CON
16 (+3)
INT
19 (+4)
WIS
16 (+3)
CHA
21 (+5)

Saving Throws CON +7, INT +8, WIS +7, CHA +9,
Skills Deception +9, Intimidation +9, Performance +9, Persuasion +9,
Damage Resistances Cold, Fire, Lightning, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks,
Damage Immunities Poison,
Condition Immunities Poisoned,
Senses Truesight 120 ft., Passive Perception 13
Languages Abyssal, Common, Telepathy (120 ft.),
Challenge 9 (5,000 XP)

Aura of Blood Lust. When any other creature starts its turn within 30 feet of the master, that creature must succeed on a DC 17 Wisdom saving throw, or it must immediately take the Attack action, making one melee attack against a random creature within reach. If no creatures are within reach, it makes a ranged attack against a random creature within range, throwing its weapon if necessary.

Feed on the Crowd. Whenever a creature within 60 feet of the master dies, the master gains 15 temporary hit points and has advantage on all attack rolls, ability checks, and saving throws until the end of its next turn.

Innate Spellcasting. The master’s innate spellcasting ability is Charisma (spell save DC 17). The master can innately cast the following spells, requiring no material components:

At will: charm person (as a 3rd-level spell), crown of madness

1/day: dominate person

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

Actions

Multiattack. The master makes two melee attacks with its spear.

Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 13 (3d8) psychic damage.

Captivating Presence (Recharge 6). Each creature within 120 feet of the master must succeed on a DC 17 Wisdom saving throw or be charmed by the master for 1 hour. While charmed in this way, a creature’s speed is 0. If the charmed creature takes damage, it can repeat the saving throw, ending the effect on itself on a success. A target that succeeds on the saving throw is immune to the Captivating Presence of all masters of cruelties for the next 24 hours.

Sire of Insanity

Rakdos nightclubs, where visitors can indulge any dark desire and revel in sadistic spectacle, are the favored haunts of the demons known as sires of insanity. Lurking in an underground vault beneath a Rakdos operation, a sire of insanity feasts on the violence, torment, and depravity unfolding above. Occasionally, cultists bring would-be recruits to the demon’s presence, and — true to its name — the sire of insanity breaks the new cultist’s mind.

A sire of insanity is a bloated demon resembling a bipedal lizard. It stands some thirty feet tall and weighs many thousands of pounds, so it tends to keep hidden away in its subterranean lair, working its evil from the shadows.

Huge Fiend (Demon, ), Chaotic Evil

Armor Class 17 (Natural Armor)
Hit Points 157 (15d12 + 60)
Speed 40 ft.,

STR
23 (+6)
DEX
6 (-2)
CON
19 (+4)
INT
14 (+2)
WIS
19 (+4)
CHA
22 (+6)

Saving Throws CON +8, INT +6, WIS +8, CHA +10,
Skills Deception +10, Intimidation +10,
Damage Resistances Cold, Fire, Lightning, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks,
Damage Immunities Poison,
Condition Immunities Poisoned,
Senses Truesight 120 ft., Passive Perception 14
Languages Abyssal, Common, Telepathy (120 ft.),
Challenge 12 (8,400 XP)

Aura of Mind Erosion. Any creature that starts its turn within 30 feet of the sire must make a DC 18 Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature has disadvantage for 1 minute on Wisdom and Charisma checks and on Wisdom and Charisma saves.

At the start of each of its turns, the sire can suppress this aura until the start of its next turn.

Innate Spellcasting. The sire’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The sire can innately cast the following spells, requiring no material components:

At will: clairvoyance, crown of madness, major image, suggestion

1/day each: confusion, mass suggestion

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

Actions

Multiattack. The sire makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 25 (3d12 + 6) piercing damage plus 16 (3d10) psychic damage.

Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 9 (2d8) psychic damage.

Devkarin Lich

Powerful spellcasters of the Devkarin elves, steeped in Golgari magic, can transcend death to become liches. For them, life and death don’t merely chase each other in an inevitable cycle; the two can intersect, and at that nexus the liches find immense power, which commands the awe, envy, and fear of other Golgari.

Unlike the shambling zombies they command, liches retain their memories, their personalities, and especially their ambition. They also retain the grace and stature of living elves, but their bodies are in a constant state of slow decay. Various forms of fungus grow in and over the rotting flesh to hold the body together.

Undead Nature. The lich doesn’t require air, food, drink, or sleep.

STORREV

Storrev is a lich and a leader of the Erstwhile. She is adept at the politics of court, and she is feared for her power to transform dead monsters, from ordinary beetles to the mightiest wurms, into fierce undead horrors. Such creatures accompany her into battle.

Medium Undead, Neutral Evil

Armor Class 14 (Natural Armor)
Hit Points 97 (15d8 + 30)
Speed 30 ft.,

STR
11 (0)
DEX
16 (+3)
CON
14 (+2)
INT
19 (+4)
WIS
16 (+3)
CHA
15 (+2)

Saving Throws CON +7, INT +9, WIS +8,
Skills Arcana +14, Insight +8, Perception +8,
Damage Resistances Necrotic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks,
Damage Immunities Poison,
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Exhaustion,
Senses Truesight 120 ft., Passive Perception 18
Languages Common, Elvish, Kraul,
Challenge 14 (11,500 XP)

Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.

Regeneration. The lich regains 10 hit points at the start of its turn. If the lich takes fire or radiant damage, this trait doesn’t function at the start of the lich’s next turn. The lich dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Spellcasting. The lich is a 14th-level Golgari spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The lich has the following wizard spells prepared:

Cantrips (at will): acid splash, chill touch, mage hand, poison spray, prestidigitation

1st level (4 slots): chromatic orb, magic missile, ray of sickness

2nd level (3 slots): Melf’s acid arrow, ray of enfeeblement, spider climb, web

3rd level (3 slots): animate dead, bestow curse, fear, vampiric touch

4th level (3 slots): blight, Evard’s black tentacles

5th level (2 slots): cloudkill, insect plague

6th level (1 slot): circle of death, create undead

7th level (1 slot): finger of death

Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.

Undead Fortitude. If damage reduces the lich to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the lich drops to 1 hit point instead.

Actions

Noxious Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 14 (4d6) poison damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of its turn.

Cantrip. The lich casts one of its cantrips.

Noxious Touch (Costs 2 Actions). The lich uses Noxious Touch.

Disrupt Life (Costs 3 Actions). Each creature within 30 feet of the lich must make a DC 17 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Monsters F - I

Felidar

A felidar is a celestial creature whose nature reflects an inherent devotion to law and order. It resembles an enormous cat with two pairs of downward-sloping horns and prominent teeth. Its blue-gray hide has a silvery, geometric pattern, and its thick white mane falls in an orderly fashion around its shoulders.

Nearly every felidar forms a close bond with one other creature. Winged felidars almost always bond with archons, joining in their relentless pursuit of justice. Other felidars ally with members of the Azorius Senate and form bonds with high-ranking justiciars and ministers, aiding them in enforcing the law and tracking down criminals. Some Azorius felidars form bonds with important prisoners in Azorius custody, ensuring that the felidars can track down the felons if they escape custody.

WINGED FELIDARS

Some felidars boast huge, feathered wings. A winged felidar uses the same stat block as an ordinary felidar, with the addition of a flying speed of 40 feet.

Large Celestial, Lawful Neutral

Armor Class 17 (Natural Armor)
Hit Points 93 (11d10 + 33)
Speed 40 ft.,

STR
19 (+4)
DEX
16 (+3)
CON
17 (+3)
INT
10 (0)
WIS
17 (+3)
CHA
14 (+2)

Saving Throws DEX +6, WIS +6, CHA +5,
Skills Perception +6, Insight +6,
Senses Truesight 120 ft., Passive Perception 16
Languages Understands Celestial and Common but cannot speak
Challenge 5 (1,800 XP)

Bonding. The felidar can magically bond with one creature it can see, right after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the felidar bonds with a different creature or until the bonded creature dies. This bond has the following effects:

  • The felidar and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.
  • The felidar can sense the direction and distance to the bonded creature if they’re on the same plane of existence.
  • As an action, the felidar or the bonded creature can sense what the other sees and hears, during which time it loses its own sight and hearing. This effect lasts until the start of its next turn.

Keen Hearing and Sight. The felidar has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Pounce. If the felidar moves at least 20 feet straight toward a creature and hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the felidar can make one claw attack against it as a bonus action.

Actions

Multiattack. The felidar makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.

Giants

Giants use their tremendous size and strength to advance the cause of no less than four guilds. In the Boros Legion and the Orzhov Syndicate, they are cunning soldiers. The giants of the Cult of Rakdos and the Gruul Clans are no less effective but lack discipline.

Bloodfray Giant

Giants in the Cult of Rakdos act as enforcers, bouncers, and sometimes even pillars, holding the mobile platforms that serve as stages for Rakdos performances. Like other members of the cult, giants thrill to the violence of those shows. Though they can seem entranced by the horror unfolding on the stage, they react quickly and brutally to any interruption of the performance.

Huge Giant, Chaotic Evil

Armor Class 14 (Natural Armor)
Hit Points 103 (9d12 + 45)
Speed 40 ft.,

STR
23 (+6)
DEX
9 (0)
CON
20 (+5)
INT
7 (-1)
WIS
8 (-1)
CHA
9 (0)

Saving Throws STR +9, CON +8, WIS +2,
Skills Athletics +9, Perception +2,
Senses Passive Perception 12
Languages Giant,
Challenge 6 (2,300 XP)

Actions

Chain. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until the grapple ends, the target is restrained, and the giant can’t use this attack on anyone else.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Reactions

Furious Defense. After a creature the giant can see is dealt damage by a foe within 20 feet of the giant, the giant makes a chain attack against that foe.

Guardian Giant

Most of the giants in the Boros Legion come from a single clan, the Skorskal, that has long been at odds with the Gruul Clans. These giants are guards and gatekeepers, well represented in the Sunhome Guard, as well as powerful muscle supporting Boros missions.

Giants of the Skorskal clan are often assigned to protect Boros garrisons and forts throughout Ravnica. They are excellent sentinels, keen-eyed and vigilant, and serve as living walls to protect smaller soldiers fighting alongside them. Skorskal giants look much like enormous humans with huge muscles and comparatively small heads.

Huge Giant, Lawful Neutral

Armor Class 19 (Half Plate, Shield)
Hit Points 137 (11d12 + 66)
Speed 40 ft.,

STR
24 (+7)
DEX
17 (+3)
CON
22 (+6)
INT
10 (0)
WIS
18 (+4)
CHA
12 (+1)

Saving Throws DEX +6, WIS +7,
Skills Perception +10, Insight +7,
Senses Passive Perception 20
Languages Common, Giant,
Challenge 8 (3,900 XP)

Vigilant. The giant can’t be surprised.

Actions

Multiattack. The giant makes three spear attacks.

Spear. Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 60/240 ft., one target. Hit: 17 (3d6 + 7) piercing damage, or 20 (3d8 + 7) piercing damage if used with two hands to make a melee attack.

Reactions

Protection. When an attacker the giant can see makes an attack roll against a creature within 10 feet of the giant, the giant can impose disadvantage on the attack roll.

Orzhov Giant

A few giants join the ranks of the Orzhov Syndicate and serve as guards, executioners, and thugs — the muscle of the guild. The presence of Orzhov giants in markets and streets serves as an effective reminder for business owners to keep their payments up to date.

Large Giant, Lawful Evil

Armor Class 18 (Plate)
Hit Points 84 (8d10 + 40)
Speed 40 ft.,

STR
23 (+6)
DEX
13 (+1)
CON
21 (+5)
INT
12 (+1)
WIS
13 (+1)
CHA
8 (-1)

Saving Throws DEX +4, CON +8, WIS +4,
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Giant,
Challenge 6 (2,300 XP)

Focus. As a bonus action, the giant can target a creature it can see within 30 feet of it and make that creature its focus. The target remains the giant’s focus for 1 minute, or until either the target or the giant drops to 0 hit points.

When the giant makes an attack roll against its focus, it adds a d4 to its attack roll. If the giant attacks a different target while it has a focus, it subtracts a d4 from its attack roll.

Actions

Multiattack. The giant makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage. If the Orzhov giant scores a critical hit, it rolls the damage dice three times, instead of twice.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Sunder Shaman

Gruul sunder shamans are angry giants that channel their rage into brutal attacks that deal overwhelming damage to foes and structures alike.

These shamans sometimes lead hill giants and stone giants that also live among the Gruul Clans. They are occasionally joined by cyclopes, ettins, fomorians, and ogres. Like the rest of the Gruul, they hate the urban development that encroaches on the wilds where they once lived — not least because they have so much difficulty fitting inside the small structures. They delight in destroying such edifices, and in the heat of their rage, they walk through buildings, trample people underfoot, and generally cause as much chaos as possible. They often armor themselves with pieces of buildings and wield columns or other architectural elements as clubs.

Huge Giant, Chaotic Neutral

Armor Class 20 (Stone Armor)
Hit Points 138 (12d12 + 60)
Speed 40 ft.,

STR
23 (+6)
DEX
15 (+2)
CON
21 (+5)
INT
10 (0)
WIS
12 (+1)
CHA
9 (0)

Saving Throws DEX +6, CON +9, WIS +5,
Skills Athletics +10, Perception +5,
Senses Darkvision 60 ft., Passive Perception 15
Languages Giant,
Challenge 10 (5,900 XP)

Reckless. At the start of its turn, the giant can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

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

Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack. The giant makes two slam attacks. The first of those attacks that hits deals an extra 18 (4d8) damage if the giant has taken damage since its last turn.

Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Horrors

Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called horrors — a variety of things that lurk in the dark and embody the deepest fears of Ravnica’s people. All are evil creatures with dim reason and preternatural cunning.

At least three guilds have been known to compel horrors into service. For House Dimir, horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos, horrors are simply one more weapon in an arsenal of terrifying and shock-inspiring creatures that might appear on stage. For the Golgari Swarm, horrors scavenge the sewers and protect the guild’s territory.

House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors.

Medium Aberration, Neutral Evil

Armor Class 16 (Natural Armor)
Hit Points 49 (9d8 + 9)
Speed 30 ft., Fly 60 ft.,

STR
9 (0)
DEX
20 (+5)
CON
12 (+1)
INT
2 (-4)
WIS
15 (+2)
CHA
16 (+3)

Skills Perception +4, Stealth +7,
Damage Vulnerabilities Radiant,
Condition Immunities Frightened,
Senses Darkvision 120 ft., Passive Perception 14
Languages --
Challenge 3 (700 XP)

Fear Frenzy. The horror has advantage on attack rolls against frightened creatures.

Sunlight Sensitivity. While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Actions

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 14 (4d6) psychic damage.

Frightening Screech (Recharge 5–6). The horror screeches. Each creature within 30 feet of it that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the horror’s Frightening Screech for the next 24 hours.

Horrors and Madness

Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master’s Guide.

Whenever a character fails a saving throw against the flying horror’s Frightening Screech, the shadow horror’s claw attack, or the skittering horror’s Maddening Presence, note that fact. At the end of the encounter, have each character who failed at least one of those saving throws make a DC 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master’s Guide, with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table.

Madness Severity

Failed SavesMadness
1Short-term
2–3Long-term
4+Indefinite

Customizing a Horror

Horrors share some common body types but vary wildly in other characteristics. A particular horror’s form might incorporate elements that resemble fiendish, insectile, or reptilian features. To customize a horror, choose a base creature (flying horror, shadow horror, or skittering horror), then roll once on the Primary Features table and once on the Secondary Features table (or choose an option from each table). Add those features to the base creature.

Primary Features

d4Feature
1Avoidance. If the horror is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
2Damage Resistances. The horror has resistance to necrotic and psychic damage.
3Innate Spellcasting. The horror’s innate spellcasting ability is Charisma (spell save DC 13 for flying horror, DC 16 for shadow horror, and DC 17 for skittering horror). It can innately cast the following spells, requiring no material components: 3/day: darkness 1/day each: fear (shadow horror and skittering horror only), phantasmal killer (skittering horror only)
4Psychic Rebuke. When the horror takes damage from a melee attack, it can use its reaction to emit psychic energy within a 5-foot radius. Each creature in that area takes 3 (1d6) psychic damage (flying horror), 7 (2d6) psychic damage (shadow horror), or 10 (3d6) psychic damage (skittering horror).

Secondary Features

d4Feature
1Grasping Tendrils. The horror has four tendrils. Each tendril can be attacked (AC 12, 10 hit points). Destroying one deals no damage to the horror. As a bonus action, the horror can target one creature it can see within 10 feet of it. The target must succeed on a Dexterity saving throw or be grappled by the horror. The DC of the saving throw and the DC to escape the grapple are the same: 9 for the flying horror, 13 for the shadow horror, and 19 for the skittering horror. Until the grapple ends, the horror can’t use the same tendril to grapple another target.
2Indomitable Mind. The horror is immune to the charmed condition.
3Keen Senses. The horror has advantage on Wisdom (Perception) checks that rely on sight, sound, or smell.
4Mind Sight. Magical darkness doesn’t impede the horror’s darkvision.

Large Aberration, Neutral Evil

Armor Class 13
Hit Points 120 (16d10 + 32)
Speed 40 ft.,

STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
2 (-4)
WIS
17 (+3)
CHA
18 (+4)

Skills Perception +7, Stealth +11,
Damage Vulnerabilities Radiant,
Condition Immunities Frightened,
Senses Darkvision 120 ft., Passive Perception 17
Languages --
Challenge 9 (5,000 XP)

Incorporeal Movement. The horror can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

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

Shadow Stride. As a bonus action, the horror can step into a shadow within 5 feet of it and magically appear in an unoccupied space within 5 feet of a second shadow that is up to 60 feet away. Both shadows must be cast by a Small or larger creature or object.

Sunlight Sensitivity. While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The horror makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage, and the target must succeed on a DC 16 Wisdom saving throw or be frightened of the horror until the end of the target’s next turn.

Lashing Shadows (Recharge 5–6). Each creature within 60 feet of the horror, except other horrors, must succeed on a DC 16 Dexterity saving throw or take 27 (6d8) necrotic damage.

Huge Aberration, Neutral Evil

Armor Class 17 (Natural Armor)
Hit Points 228 (24d12 + 72)
Speed 40 ft., Climb 40 ft.,

STR
22 (+6)
DEX
16 (+3)
CON
17 (+3)
INT
2 (-4)
WIS
14 (+2)
CHA
18 (+4)

Skills Perception +7, Stealth +8,
Damage Vulnerabilities Radiant,
Condition Immunities Frightened,
Senses Darkvision 120 ft., Passive Perception 17
Languages --
Challenge 15 (13,000 XP)

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

Sunlight Sensitivity. While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The horror can use its Maddening Presence and make three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 6) piercing damage.

Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) slashing damage.

Maddening Presence. The horror targets one creature it can see within 30 feet of it. If the target can see or hear the horror, the target must make a DC 17 Wisdom saving throw. On a failed saving throw, the target becomes paralyzed until the end of its next turn. If a creature’s saving throw is successful, the creature is immune to the horror’s Maddening Presence for the next 24 hours.

Indentured Spirit

Those who die with unpaid debts to the Orzhov Syndicate don’t get a reprieve. Instead, their spirits serve the syndicate until they have worked off their obligation. Sometimes that means existing as an indentured spirit for years or even millennia.

An indentured spirit is an incorporeal being draped in ghostly black robes and a hood that hides whatever face it might have. Chains are hung around its chest and arms as a perpetual marker of its servitude.

Medium Undead, Any

Armor Class 11
Hit Points 13 (3d8)
Speed 0 ft., Fly 40 ft. hover,

STR
7 (-1)
DEX
13 (+1)
CON
10 (0)
INT
10 (0)
WIS
12 (+1)
CHA
11 (0)

Damage Resistances Acid, Fire, Lightning, Thunder, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks,
Damage Immunities Cold, Necrotic, Poison,
Senses Passive Perception 11
Languages The languages it knew in life
Challenge 1 (200 XP)

Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Withering Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage.

ORZHOV SPIRITS

For the members of the Orzhov Syndicate, life as a spirit after death can be a gift, or it can mean everlasting servitude. The process of separating the soul from the body is often willingly undergone by the heads of the oldest and most respected families of the Orzhov oligarchy, resulting in pampered spirits that think they can spend the rest of eternity enjoying the spoils of their decadence. These spirits begin their undead existence as ghosts and use the ghost stat block in the Monster Manual. Over time, however, they tend to shed the nuances of their personalities and become caricatures of their living selves, often turning into specters, as described in the Monster Manual.

Izzet Weirds

Weirds are the products of Izzet League experiments intended to combine two opposing elemental types in the hope of creating elementals that were more stable than the norm and easier to control. As commonly happens with Izzet experiments, the outcome was the exact opposite. Weirds are even wilder and more unpredictable than elementals of either of their component elements. Nevertheless, they can make potent guardian creatures and can be urged into fighting on behalf of their creators.

Elemental Nature. An Izzet weird doesn’t require air, food, drink, or sleep.

Blistercoil Weird

A blistercoil weird is an anthropomorphic brute formed from water and molten rock. It absorbs energy from magical fire, causing its oozelike body to increase in size. During one disastrous experiment, Izzet researchers observed a blistercoil weird expanding to fill a six-story workshop before it released all its excess energy in an enormous explosion and returned to its original size.

Medium Elemental, Chaotic Neutral

Armor Class 13
Hit Points 45 (7d8 + 14)
Speed 40 ft., Swim 60 ft.,

STR
16 (+3)
DEX
16 (+3)
CON
15 (+2)
INT
5 (-2)
WIS
10 (0)
CHA
7 (-1)

Damage Resistances Cold, Fire, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks,
Damage Immunities Poison,
Senses Darkvision 60 ft., Passive Perception 10
Languages Draconic,
Challenge 4 (1,100 XP)

Feed on Fire. If the weird takes fire damage from a spell or other magical effect, its size increases by one category. If there isn’t enough room for the weird to increase in size, it attains the maximum size possible in the space available. While the weird is Large or bigger, it makes Strength checks and saving throws with advantage.

If the weird starts its turn at Gargantuan size, the weird releases energy in an explosion. Each creature within 30 feet of the weird must make a DC 12 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren’t being worn or carried. The weird’s size then becomes Medium.

Form of Fire and Water. The weird can move through a space as narrow as 1 inch wide without squeezing. In addition, the weird can enter a hostile creature’s space and stop there. The first time the weird enters another creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the burning creature takes 5 (1d10) fire damage at the start of each of its turns.

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

Illumination. The weird sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) fire damage, or 11 (2d8 + 3) bludgeoning damage plus 14 (4d6) fire damage if the weird is Large or bigger.

Fluxcharger

In an effort to create a weird that could be more easily controlled, Izzet mages tried binding elemental lightning, fire, and smoke into a framework made of the magical alloy mizzium. The experiment was partly successful: the resulting weird, a fluxcharger, doesn’t explode like some other weirds do, but it is more intelligent and more headstrong than other weirds.

A fluxcharger’s mizzium frame is suggestive of an angel. A faceplate is meant to give it some personality, but most people find its solemn expression and unblinking stare more unnerving than relatable.

Large Elemental, Chaotic Neutral

Armor Class 16 (Natural Armor)
Hit Points 60 (8d10 + 16)
Speed 0 ft., Fly 60 ft.,

STR
15 (+2)
DEX
18 (+4)
CON
15 (+2)
INT
6 (-2)
WIS
10 (0)
CHA
7 (-1)

Damage Resistances Thunder, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks,
Damage Immunities Lightning, Poison,
Senses Darkvision 60 ft., Passive Perception 10
Languages Draconic,
Challenge 7 (2,900 XP)

Amplify Lightning. Whenever a spell that deals lightning damage includes one or more fluxchargers in its area, the spell deals an extra 9 (2d8) lightning damage.

Actions

Multiattack. The fluxcharger makes two slam attacks or uses Arc Lightning twice.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) fire damage.

Arc Lightning. Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 16 (3d10) lightning damage, and lightning jumps from the target to one creature of the fluxcharger’s choice that it can see within 30 feet of the target. That second creature must succeed on a DC 15 Dexterity saving throw or take 13 (3d8) lightning damage. Hit or Miss: The fluxcharger takes 5 (1d10) force damage after resolving the attack.

Galvanice Weird

Galvanice weirds seem to be the epitome of weird technology. Indeed, they serve willingly, with cheerful stupidity, as guardians and laborers in Izzet workshops. They combine a rigid body of elemental ice with a core of lightning that animates them. If a galvanice weird is destroyed, the ice shatters and lightning crackles outward in a dangerous explosion. Still, most Izzet researchers find that their usefulness outweighs this risk.

Medium Elemental, Chaotic Neutral

Armor Class 12 (Natural Armor)
Hit Points 22 (3d8 + 9)
Speed 30 ft.,

STR
14 (+2)
DEX
10 (0)
CON
17 (+3)
INT
3 (-3)
WIS
10 (0)
CHA
5 (-2)

Damage Resistances Cold, Lightning, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks,
Damage Immunities Poison,
Senses Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 1 (200 XP)

Death Burst. When the galvanice weird dies, it explodes in a burst of ice and lightning. Each creature within 10 feet of the exploding weird must make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:5 (1d6 + 2) bludgeoning damage plus 5 (2d4) lightning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or lose the ability to use reactions until the start of the weird’s next turn.

Monsters K - N

Krasis

In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can’t reproduce. A few multiply and become part of the guild’s standard menagerie.

Creating a Krasis

To create a krasis, choose the appropriate stat block: category 1 (Medium), category 2 (Large), or category 3 (Huge). Then roll once on the Major Adaptations table and once on the Minor Adaptations table (or choose an option from each table) to determine its additional characteristics. The potency of some adaptations varies based on the category of the krasis, as indicated in the descriptions of those adaptations.

Just a few examples of krasis are the battering krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab (an improved shambleshark that includes octopus elements as well).

No creature found with that name.
Large Monstrosity, Unaligned

Armor Class 15 (Natural Armor)
Hit Points 136 (16d10 + 48)
Speed 40 ft.,

STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
2 (-4)
WIS
13 (+1)
CHA
8 (-1)

Senses Passive Perception 11
Languages --
Challenge 6 (2,300 XP)

Amphibious. The krasis can breathe air and water.

Actions

Multiattack. The krasis makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 17 (2d12 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Huge Monstrosity, Unaligned

Armor Class 16 (Natural Armor)
Hit Points 287 (25d12 + 125)
Speed 40 ft.,

STR
23 (+6)
DEX
12 (+1)
CON
21 (+5)
INT
2 (-4)
WIS
13 (+1)
CHA
8 (-1)

Senses Passive Perception 11
Languages --
Challenge 16 (15,000 XP)

Amphibious. The krasis can breathe air and water.

Actions

Multiattack. The krasis makes three attacks: one with its bite, one with its claws, and one with its tail.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 27 (6d6 + 6) piercing damage.

Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit:33 (6d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

Major Adaptations

d8Major Adaptation
1Acidic Skin. Any creature that touches the krasis or hits it with a melee attack while within 5 feet of it takes 2 (1d4) acid damage (category 1), 4 (1d8) acid damage (category 2), or 6 (1d12) acid damage (category 3).
2Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing its Armor Class by 4.
3Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other magical effects.
4Flight. The krasis has wings and gains a flying speed equal to its walking speed.
5Grabber. When the krasis hits a creature with its claws, the target is grappled in this way at a time.
6Hypnotic Display (Recharge 5–6). As an action, the krasis creates mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of all krasis for 24 hours.
7Venomous Sting. When the krasis hits a creature with its claws, the creature must succeed on a Constitution saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be poisoned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
8Regeneration. The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a category 3) at the start of each of its turns if it has at least 1 hit point.

Minor Adaptations

d8Minor Adaptation
1Amorphous Structure. The krasis can move through a space as narrow as 1 inch wide without squeezing.
2Aquatic. The krasis gains a swimming speed equal to its walking speed.
3Climbing Speed. The krasis gains a climbing speed equal to its walking speed.
4Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide.
5Heightened Awareness. The krasis can’t be surprised, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes.
6Ink Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a point in the krasis’s space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.
7Leaping Legs. With or without a running start, the krasis’s long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet (category 2), or 30 feet (category 3).
8Stabilizing Legs. The krasis has several crablike legs. As a result, it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Kraul

The kraul are an ascendant power group within the Golgari Swarm, long content to linger at the margins of the undercity but now increasingly making their buzzing voices heard in the subterranean Golgari guildhall. These six-legged, insectile beings are hard-headed and literal-minded, with little grasp of metaphor or nuance.

Kraul Warrior

Kraul society is organized into well-defined roles and castes. The vast majority of the kraul occupy various tiers of soldiery, from commanders and elite troops down to the lowliest infantry.

WINGED KRAUL WARRIORS

Some kraul warriors have a flying speed of 40 feet, as a result of possessing gossamer wings. Their wings give them a higher station among the kraul soldiers. Winged kraul warriors serve the guild as scouts and shock troops.

Medium Humanoid (Kraul, ), Neutral Evil

Armor Class 18 (Natural Armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft., Climb 30 ft.,

STR
15 (+2)
DEX
12 (+1)
CON
13 (+1)
INT
10 (0)
WIS
11 (0)
CHA
8 (-1)

Senses Darkvision 60 ft., Passive Perception 11
Languages Kraul, understands Common but can't speak it
Challenge 1/2 (100 XP)

Hive Mind. The kraul is immune to the charmed and frightened conditions while within 30 feet of at least one other kraul.

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

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

Actions

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Kraul Death Priest

The death priests occupy the highest roles in kraul society. They lead the buzzing chants of the kraul rites. Their inscrutable clicks and buzzing can summon crippling necromantic magic, and the presence of death seems to fortify them. They draw power from the defeat of their enemies and channel it to their followers, ensuring the continuation of the cycle.

The current leader of the kraul is a death priest named Mazirek.

Medium Humanoid (Kraul, ), Neutral Evil

Armor Class 18 (Natural Armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft., Climb 30 ft., Fly 40 ft.,

STR
16 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
12 (+1)
WIS
15 (+2)
CHA
10 (0)

Saving Throws CON +4, WIS +4,
Skills Insight +4, Nature +3, Religion +3,
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Kraul,
Challenge 4 (1,100 XP)

Feed on Death. When a creature within 30 feet of the kraul drops to 0 hit points, the kraul or another creature of its choice within 30 feet of it gains 5 (1d10) temporary hit points, provided the kraul isn’t incapacitated.

Hive Mind. The kraul is immune to the charmed and frightened conditions while within 30 feet of at least one other kraul.

Innate Spellcasting. The kraul’s innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kraul can innately cast the following spells, requiring no material components:

At will: chill touch, poison spray

3/day each: ray of enfeeblement, ray of sickness

1/day each: animate dead, blight, vampiric touch

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

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

Actions

Multiattack. The kraul makes one attack with its quarterstaff and casts one of its spells with a casting time of 1 action.

Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage if used with two hands.

Nightveil Specter

The Nightveil specters of Ravnica are hooded, undead guardians that ride flying creatures called gloamwings. They are fearsome agents of House Dimir, protecting the territory and interests of that guild — particularly the neighborhood of Nightveil, from which the specters get their name. Their work can include driving off people who accidentally wander too close to a secret rooftop meeting, killing those who knowingly infiltrate Dimir property, and tracking those who have stolen guild secrets, then wiping those secrets from their victims’ minds to ensure that they are never shared.

Limited Sentience. A Nightveil specter is created when the mind magic of House Dimir erases a person’s identity, leaving a mind so broken it can no longer live. Thus, Nightveil specters have no memory of their previous lives, and they are just clever enough to follow their orders with some amount of creativity. They pursue their assigned tasks with fearless determination.

Gloamwing Mount. If a gloamwing is killed, its specter becomes fixated on destroying those responsible. If the specter survives, it can create a new gloamwing over the course of a month, during which time the specter is incapacitated.

A gloamwing’s head is almost ratlike, with prominent teeth, and its leathery skin is stretched tight over its skull, where its eyes are empty sockets. Its body is mottled with bony plates, and great wings stretch from its shoulders.

Undead Nature. A Nightveil specter and its gloamwing mount don’t require air, food, drink, or sleep.

Medium Undead, Neutral Evil

Armor Class 17 (Natural Armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft.,

STR
18 (+4)
DEX
19 (+4)
CON
16 (+3)
INT
6 (-2)
WIS
17 (+3)
CHA
11 (0)

Saving Throws DEX +8, WIS +7,
Skills Insight +7, Perception +7, Stealth +8,
Damage Resistances Necrotic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks,
Damage Immunities Poison,
Condition Immunities Charmed, Frightened, Poisoned, Exhaustion,
Senses Darkvision 120 ft., Passive Perception 17
Languages Understands Common but can't speak
Challenge 10 (5,900 XP)

Mount. If the specter isn’t mounted, it can use a bonus action to magically teleport onto its gloamwing mount, provided the specter and the gloamwing are on the same plane of existence. When it teleports, the specter appears astride the gloamwing along with any equipment it is wearing or carrying. While mounted and not incapacitated, the specter can’t be surprised, and both it and its mount gain advantage on Dexterity saving throws.

Actions

Multiattack. The specter makes two scythe attacks.

Scythe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 13 (3d8) psychic damage.

Mind Twist (Recharge 5–6). The specter magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Wisdom saving throw or take 22 (5d8) psychic damage and be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reap Memory (3/Day). The specter touches one incapacitated creature and chooses 1 hour from among the past 24. Unless the creature succeeds on a DC 15 Intelligence saving throw, the creature loses all memory of that hour. The creature regains the memory only if the specter dies within the next 24 hours.

Large Undead, Neutral Evil

Armor Class 16 (Natural Armor)
Hit Points 136 (16d10 + 48)
Speed Fly 60 ft., 30 ft.,

STR
20 (+5)
DEX
16 (+3)
CON
17 (+3)
INT
2 (-4)
WIS
11 (0)
CHA
6 (-2)

Saving Throws STR +8, DEX +6,
Skills Perception +3, Stealth +6,
Damage Resistances Necrotic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks,
Damage Immunities Poison,
Condition Immunities Charmed, Frightened, Poisoned, Exhaustion,
Senses Darkvision 120 ft., Passive Perception 13
Languages Understands Common but can't speak
Challenge 8 (3,900 XP)

Death Link. If its specter rider is reduced to 0 hit points, the gloamwing is destroyed.

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

Sunlight Sensitivity. While in sunlight, the gloamwing has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The gloamwing makes two attacks: one with its bite and one with its claws.

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

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Nivix Cyclops

Cyclopes like those described in the Monster Manual are found primarily among the Gruul Clans. They are forces of nature, and even though they have occasionally been recruited into the Boros Legion, they can never truly be tamed.

Cyclopes serve the Izzet league as workshop guardians, personal protectors, and heavy laborers. They wear mizzium armor plating to minimize injuries from laboratory mishaps, piston gauntlets to increase their strength for lifting and punching, and telescopic helmets to minimize the shortcomings of their monocular vision. They are sometimes called monoclons or Nivix cyclopes, after the name of the Izzet guildhall.

Large Giant, Unaligned

Armor Class 14 (Half Plate)
Hit Points 115 (10d10 + 60)
Speed 30 ft.,

STR
24 (+7)
DEX
9 (0)
CON
22 (+6)
INT
7 (-1)
WIS
10 (0)
CHA
9 (0)

Saving Throws CON +9, WIS +3,
Damage Immunities Poison, Psychic,
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Giant,
Challenge 8 (3,900 XP)

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

Actions

Multiattack. The cyclops makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage.

Reactions

Spell Vitalization. Immediately after a creature casts a spell of 1st level or higher within 120 feet of the cyclops, the cyclops can move up to twice its speed without provoking opportunity attacks. It can then make one slam attack against a target of its choice.

Monsters S - W

Simic Hybrids

The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.

Medium Humanoid (Simic Hybrid, ), Neutral Good

Armor Class 13
Hit Points 39 (6d8 + 12)
Speed 30 ft., Fly 40 ft.,

STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
11 (0)
WIS
10 (0)
CHA
11 (0)

Damage Resistances Acid,
Senses Passive Perception 10
Languages Common plus any one language
Challenge 2 (450 XP)

Actions

Multiattack. The hybrid makes two javelin attacks. It can replace one javelin attack with Spit Acid.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Spit Acid. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 10 (4d4) acid damage.

Medium Humanoid (Simic Hybrid, ), Neutral Good

Armor Class 18 (Natural Armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.,

STR
18 (+4)
DEX
11 (0)
CON
15 (+2)
INT
8 (-1)
WIS
11 (0)
CHA
9 (0)

Senses Passive Perception 10
Languages Common plus any one language
Challenge 2 (450 XP)

Amphibious. The hybrid can breathe air and water.

Actions

Multiattack. The hybrid makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Medium Humanoid (Simic Hybrid, ), Neutral Good

Armor Class 14
Hit Points 26 (4d8 + 8)
Speed 40 ft.,

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

Saving Throws DEX +6, CON +4,
Skills Athletics +3, Perception +3, Stealth +6,
Damage Immunities Poison,
Condition Immunities Poisoned,
Senses Darkvision 30 ft., Passive Perception 13
Languages Common plus any one language
Challenge 1 (200 XP)

Assassinate. During its first turn, the hybrid poisoner has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the hybrid scores against a surprised creature is a critical hit.

Poisonous Skin. Any creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 3 (1d6) poison damage.

Actions

Toxic Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. At the end of each of the poisoned target’s turns, it must repeat the save, taking 3 (1d6) poison damage on a failed save, or ending the effect on itself on a successful one.

Medium Humanoid (Simic Hybrid, ), Neutral Good

Armor Class 12
Hit Points 39 (6d8 + 12)
Speed 30 ft.,

STR
13 (+1)
DEX
14 (+2)
CON
14 (+2)
INT
10 (0)
WIS
12 (+1)
CHA
9 (0)

Damage Immunities Lightning,
Senses Passive Perception 11
Languages Common plus any one language
Challenge 1 (200 XP)

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

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

Actions

Multiattack. The hybrid makes two attacks: one with its shocking touch and one with its tentacles.

Shocking Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d8) lightning damage.

Tentacles. Melee Weapon Attack: +4 to hit, reach 15 ft., one creature. Hit: The target is grappled (escape DC 11), and the hybrid pulls the target up to 15 feet straight toward it. Until this grapple ends, the target takes 5 (1d10) lightning damage at the start of each of its turns, and the hybrid shocker can’t use its tentacles on another creature.

Medium Humanoid (Simic Hybrid, ), Neutral Good

Armor Class 13
Hit Points 22 (4d8 + 4)
Speed 30 ft., Climb 30 ft.,

STR
11 (0)
DEX
17 (+3)
CON
12 (+1)
INT
13 (+1)
WIS
14 (+2)
CHA
9 (0)

Skills Stealth +5, Perception +4,
Senses Darkvision 60 ft., Passive Perception 14
Languages Common plus any one language
Challenge 1/2 (100 XP)

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

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

Actions

Multiattack. The hybrid makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Skyjek Roc

The aerial forces of the Boros Legion — skyknights who fly alongside the angels — take to the air mounted on Skyjek rocs. These avians are named for the skyknights who are also part of the Wojek League, called Skyjeks. From the backs of their rocs, these mounted soldiers carry out reconnaissance missions, bombard enemies on the ground, and engage flying foes.

The shape of a Skyjek roc’s body makes it relatively easy to saddle and ride, and it is typically equipped with armor plating on its head and chest.

Skyjek rocs are headstrong and impulsive, but their bravery makes them ideal mounts for the Boros knights.

Large Monstrosity, Unaligned

Armor Class 15 (Breastplate)
Hit Points 37 (5d10 + 10)
Speed 20 ft., Fly 90 ft.,

STR
20 (+5)
DEX
13 (+1)
CON
14 (+2)
INT
3 (-3)
WIS
10 (0)
CHA
8 (-1)

Saving Throws DEX +3, WIS +2,
Skills Perception +2,
Senses Passive Perception 12
Languages --
Challenge 2 (450 XP)

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

Actions

Multiattack. The roc makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.

Skyswimmer

Skyswimmers are enormous, predatory leviathans that feed on drakes, rocs, griffins, and anything else they encounter as they soar through the clouds above Ravnica.

Gargantuan Monstrosity, Unaligned

Armor Class 18 (Natural Armor)
Hit Points 216 (16d20 + 48)
Speed 10 ft., Fly 60 ft.,

STR
23 (+6)
DEX
15 (+2)
CON
16 (+3)
INT
7 (-1)
WIS
12 (+1)
CHA
6 (-2)

Saving Throws CON +8,
Skills Perception +6,
Senses Passive Perception 16
Languages --
Challenge 13 (10,000 XP)

Amphibious. The skyswimmer can breathe air and water.

Actions

Multiattack. The skyswimmer makes three attacks: one with its bite and two with its slam.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the skyswimmer.

A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the skyswimmer, and it takes 21 (6d6) acid damage at the start of each of the skyswimmer’s turns.

If the skyswimmer takes 30 damage or more on a single turn from the swallowed creature, the skyswimmer must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the skyswimmer. If the skyswimmer dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Slam. Melee Weapon Attack: +11 to hit, reach 30 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage.

Thrulls

When the Orzhov Syndicate rips a soul from its body to create a spirit, the cast-off remains go to the fleshmages, who use their necromantic magic to liquefy the corpse and transform it into something useful. These creations become thrulls, obedient slaves that serve in a variety of menial roles: laborers, messengers, beasts of burden, and even fashion accessories for the elite. Whatever tasks they perform, they wear faceplates forged from devalued coinage to conceal their ghastly features.

Construct Nature. A thrull doesn’t require air, food, drink, or sleep.

Servitor Thrull

The most wretched of thrulls are the servitors, small and slender, that serve as playthings for their Orzhov masters. They run trivial errands, transport small items, caper and dance, and keep their masters’ expensive robes from trailing on the dirty street. They are utterly loyal, lacking any concept of thinking for themselves.

Small Construct, Unaligned

Armor Class 11
Hit Points 22 (4d6 + 8)
Speed 30 ft.,

STR
11 (0)
DEX
13 (+1)
CON
14 (+2)
INT
6 (-2)
WIS
6 (-2)
CHA
3 (-3)

Damage Immunities Poison,
Condition Immunities Poisoned, Exhaustion,
Senses Darkvision 60 ft., Passive Perception 8
Languages Understands Common but can't speak
Challenge 1/4 (50 XP)

Actions

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

Reactions

Self-Sacrifice. When a creature within 5 feet of the thrull is hit by an attack, the thrull swaps places with that creature and is hit instead.

Winged Thrull

Winged thrulls are at once the most intelligent of Orzhov thrulls (which isn’t saying much), as well as the smallest, most unobtrusive, and most mobile. They act as messengers and spies for their Orzhov masters and tend to mimic the mannerisms and movements of the oligarchs they serve.

Small Construct, Unaligned

Armor Class 12
Hit Points 31 (7d6 + 7)
Speed 30 ft., Fly 30 ft.,

STR
9 (0)
DEX
15 (+2)
CON
12 (+1)
INT
8 (-1)
WIS
9 (0)
CHA
8 (-1)

Saving Throws DEX +4,
Damage Immunities Poison,
Condition Immunities Poisoned, Exhaustion,
Senses Darkvision 60 ft., Passive Perception 9
Languages Understands Common but can't speak
Challenge 1/2 (100 XP)

Actions

ClawsMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

RockRanged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Reactions

Self-Sacrifice. When a creature within 5 feet of the thrull is hit by an attack, the thrull swaps places with that creature and is hit instead.

Undercity Medusa

The medusas of Ravnica, often called gorgons, are a monstrous race of creatures that appear superficially similar to human women. In place of hair, a gorgon has a writhing mass of black, serpentine cables, and its hands are scaly claws.

The gaze of a medusa’s glowing eyes causes living tissue to petrify. The transformation is rapid, leaving the victim as a stone statue, usually frozen in a position of abject fear or agony — a fine trophy for the medusa’s macabre collection. The medusa must exert its will to effect this transformation, so the gaze of a surprised or friendly Ravnican medusa is harmless.

This deadly gaze attack gives medusas a degree of power among the Golgari that is out of proportion with their small numbers. Medusas command a significant share of the guild’s smaller cells around Ravnica, and at least one medusa is thought to be angling for control of the entire guild at the moment.

Not all gorgons are so ambitious; some prefer to simply stalk the endless shadows of the undercity like hungry predators.

LUDMILLA, THE TUNNEL VIPER

Ludmilla is the last surviving member of the Sisters of Stone Death, the trio of power-hungry medusas who slew Svogthir, the original guildmaster of the Golgari Swarm. Ludmilla no longer has the collective power of her medusa sisters, so she’s been forced to lurk in Ravnica’s undercity, surrounded by hundreds of her petrified victims. She dreams of one day reclaiming control of the Golgari Swarm, or at least causing pain to its current guildmaster, Jarad Vod Savo (whose own sister displaced the medusas from their position).

Medium Monstrosity, Neutral Evil

Armor Class 16 (Natural Armor)
Hit Points 120 (16d8 + 48)
Speed 30 ft.,

STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
17 (+3)
WIS
12 (+1)
CHA
15 (+2)

Skills Deception +5, Insight +4, Perception +4, Stealth +7,
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Elvish,
Challenge 6 (2,300 XP)

Innate Spellcasting. The medusa’s innate spellcasting ability is Intelligence (spell save DC 14). The medusa can innately cast the following spells, requiring no material components:

1/day each: expeditious retreat, fog cloud, misty step

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

Surprise Attack. During the first round of combat, the medusa has advantage on attack rolls against any creature that is surprised, and it deals an extra 10 (3d6) damage each time it hits such a creature with an attack.

Actions

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

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Petrifying Gaze. The medusa fixes its gaze on one creature within 60 feet of it that it can see and that can see its eyes. The target must make a DC 14 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by a greater restoration spell or similar magic.

Vampires

Creatures of the night, vampires are ageless undead beings who subsist on the blood of the living. They are fierce predators who mask their ravenous thirst behind a facade of sophistication and sensuality. Those who sip blood from golden chalices are no less voracious than those who tear out their victims’ throats with their fangs; they just hide it better.

The vampires of Ravnica differ from those in the Monster Manual in important ways. They lack the traits and abilities that those other vampires boast, but also lack the weaknesses that hinder such vampires. What they have in common is an unquenchable thirst for the blood that sustains their undead existence.

Blood Drinker Vampire

Plenty of blood drinkers haunt Ravnica’s alleys and sewers, preying on those who are foolish enough to leave the relative safety of the crowds.

Orzhov Vampires. Vampires thrive in the Orzhov Syndicate, where they can collect tithes and payments from their debtors in the form of blood. Their undead nature gives them the same immortality enjoyed by the oligarch spirits, but they remain capable of experiencing all the delights of their corporeal forms. In contrast to Orzhov spirits, they also retain their personalities, which are almost uniformly cruel.

Blood Bond. Consuming a creature’s blood creates a sort of empathic bond that allows the blood drinker vampire to exert some magical influence over its victim.

Medium Undead, Lawful Evil

Armor Class 16 (Natural Armor)
Hit Points 90 (12d8 + 36)
Speed Fly 40 ft. hover, 40 ft.,

STR
16 (+3)
DEX
18 (+4)
CON
17 (+3)
INT
16 (+3)
WIS
13 (+1)
CHA
19 (+4)

Saving Throws DEX +7, CON +6, WIS +4,
Skills Perception +4, Intimidation +7, Stealth +7,
Damage Resistances Necrotic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks,
Senses Darkvision 60 ft., Passive Perception 14
Languages The languages it knew in life
Challenge 8 (3,900 XP)

Actions

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

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is charmed in this way, the target is infatuated with the vampire.

The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. The vampire can also grapple the target (escape DC 14) if it is a creature and the vampire has a hand free.

Reactions

Parry. The vampire adds 3 to its AC against one melee attack that would hit it. To do so, the vampire must see the attacker and be wielding a melee weapon.

Mind Drinker Vampire

When vampires join House Dimir, they can learn to siphon mental energy and memories along with the blood of their victims. They also study the magic favored by Dimir mind mages, giving them a powerful combination of abilities ideal for espionage and infiltration.

Szadek’s Heirs. The founder of House Dimir, Szadek, was the first of the so-called mind drinkers. His secrets are passed on only to other members of his guild, and mind drinkers who leave House Dimir become enemies of the guild — the only exceptions to a rule that prohibits mind drinkers from feeding on others of their kind.

Cell Leaders. Thanks to their particular gifts, mind drinkers are often placed as leaders of small cells of covert Dimir operatives. They rarely trust their own agents, though, and often follow their cell members to make sure those members carry out missions as ordered. The most suspicious vampires might even siphon thoughts from their subordinates to detect any hint of betrayal.

Medium Undead, Neutral Evil

Armor Class 14
Hit Points 55 (10d8 + 10)
Speed 30 ft., Fly 30 ft. hover,

STR
16 (+3)
DEX
18 (+4)
CON
12 (+1)
INT
19 (+4)
WIS
13 (+1)
CHA
14 (+2)

Saving Throws DEX +6, INT +6, WIS +3,
Skills Deception +4, Insight +3, Perception +3, Stealth +6,
Damage Resistances Necrotic,
Senses Darkvision 60 ft., Passive Perception 13
Languages The languages it knew in life
Challenge 4 (1,100 XP)

Innate Spellcasting (Psionics). The vampire’s innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no components:

At will: message

3/day each: charm person, hold person, mirror image, sleep

1/day each: gaseous form, major image

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

Sunlight Sensitivity. While in sunlight, the vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

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

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage.

The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. The vampire can also grapple the target (escape DC 13) if it is a creature and the vampire has a hand free.

Mind Siphon (Recharge 5–6). The vampire targets a creature it can see within 30 feet of it. The target must make a DC 14 Intelligence saving throw, with disadvantage if the vampire has previously consumed the target’s blood. On a failed save, the target takes 28 (8d6) psychic damage, and the vampire discerns the target’s surface emotions and thoughts. On a successful save, the target takes half as much damage, and the vampire discerns the target’s general emotional state but not its thoughts.

Wurm

Wurms are huge creatures that resemble limbless, wingless dragons. They burrow through the earth and eat virtually anything they come across, and their movement accounts for much of the destruction in the rubblebelt regions of Ravnica.

A wurm burrows through loose earth by using deep sonic vibrations to liquefy the earth in front of it and swim through the area. The soil resolidifies and closes behind it. Moving through rock is slower and more difficult, and the wurm leaves a tunnel in its wake.

The Gruul Clans appreciate the devastation wurms can create, and the clans sometimes lure them into civilized areas where the destruction can be vast.

Huge Monstrosity, Unaligned

Armor Class 18 (Natural Armor)
Hit Points 200 (16d12 + 96)
Speed 50 ft., Burrow 30 ft.,

STR
24 (+7)
DEX
10 (0)
CON
22 (+6)
INT
3 (-3)
WIS
12 (+1)
CHA
4 (-3)

Saving Throws CON +11, WIS +6,
Senses Blindsight 60 ft., Tremorsense 60 ft., Passive Perception 11
Languages --
Challenge 14 (11,500 XP)

Earth Tremors. The wurm creates earth tremors as it moves overland or underground. Any creature that comes within 30 feet of the moving wurm for the first time on a turn must succeed on a DC 20 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone. Any structure or object anchored to the ground that comes within 30 feet of the moving wurm for the first time on a turn takes 10 (3d6) force damage.

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

Tunneler. The wurm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 24 (5d6 + 7) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the wurm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the wurm, and takes 17 (5d6) acid damage at the start of each of the wurm’s turns.

If the wurm takes 30 damage or more on a single turn from a creature inside it, the wurm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the wurm. If the wurm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.