NPCs by Guild

This section describes various nonplayer characters that belong to each guild. These characters can serve as enemies, rivals, allies, or contacts. In addition to the NPCs presented here, you can customize the NPCs in the Monster Manual and other sources to make them feel like part of a particular guild.

Also included in this chapter are statistics and descriptions of the guildmasters of Ravnica. Without exception, these are powerful creatures. In most campaigns, the guildmasters will come into play more often in negotiations and other social settings than in combat. Thus, each guildmaster’s ideals, bonds, and flaws are included. As a general rule, a guildmaster’s personal agenda is in line with the guild’s goals described in chapter 2, so the guild entries there provide additional direction for roleplaying these individuals.

Several other named guild members are highlighted in sidebars.

Soldier

Soldiers are found in many of Ravnica’s guilds. The soldier stat block represents a typical member of the rank and file, though weaponry and armor can vary.

Medium Humanoid (Any Race, ), Any

Armor Class 18 (Chain Mail, Shield)
Hit Points 16 (3d8 + 3)
Speed 30 ft.,

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

Skills Athletics +3, Perception +2,
Senses Passive Perception 12
Languages Any one language (usually Common)
Challenge 1/2 (100 XP)

Formation Tactics. The soldier has advantage on saving throws against being charmed, frightened, grappled, or restrained while it is within 5 feet of at least one ally.

Actions

Multiattack. The soldier makes two melee attacks.

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Azorius NPCs

The Azorius Senate’s activities focus on maintaining public order. For example, the Lyev Column acts as the police force for all of Ravnica. The Azorius NPCs table summarizes key roles within this force. Statistics for these NPCs are found in the Monster Manual unless the table states otherwise.

Azorius NPCs

RoleAppropriate Stat Block
ArresterKnight or veteran
Azorius soldierSoldier*
Hussar (cavalry)Soldier* mounted on a warhorse or a griffon
Magical supportLawmage* or precognitive mage*

*Appears in this chapter

LAVINIA, STEWARD OF THE GUILDPACT

Arrester Lavinia, an Azorius arrester (use the veteran stat block in the Monster Manual), is straightforward and stern. To her, justice is a bird you have to catch, not a dog that willingly walks toward its master. She worked alongside Jace, the Living Guildpact, scheduling appointments and relaying messages. The work was beneath her, but Lavinia’s allegiance was to the soul of her city. Jace’s disappearance worries her, but she has steadfastly refused to violate the law of the land by stepping into his duties.

Supreme Judge Isperia

Isperia is the current guildmaster of the Azorius Senate. As a sphinx, she is aloof and values solitude above all. However, she has been forced to give up her privacy to deal with the increased crime and chaos on Ravnica.

Isperia is devoted to her guild’s belief that law is the ultimate bulwark against chaos, and it is her steady hand that guides the Azorius through these uncertain times. As guildmaster, Isperia serves as the supreme judge, a role that takes advantage of her encyclopedic knowledge of Ravnica’s labyrinthine legal system.

If an encounter turns violent, Isperia refrains from using lethal force if possible, preferring to subdue a wrongdoing so that the legal system can mete out justice.

Isperia’s Traits

Ideal: “The law provides direction for every arena of life; it is the only compass I need.”

Bond: “I can’t stand by and watch disorder spread through the city. Without the Azorius, Ravnica would collapse. In the absence of order, we must establish it.”

Flaw: “If Ravnica didn’t need me, I would prefer to live a life of solitude and contemplation.”

Gargantuan Monstrosity, Lawful Neutral

Armor Class 17 (Natural Armor)
Hit Points 261 (18d20 + 72)
Speed 40 ft., Fly 60 ft.,

STR
20 (+5)
DEX
14 (+2)
CON
18 (+4)
INT
23 (+6)
WIS
26 (+8)
CHA
20 (+5)

Saving Throws DEX +9, CON +11, INT +13, WIS +15,
Skills Arcana +13, History +13, Insight +15, Perception +15,
Damage Immunities Psychic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks,
Condition Immunities Charmed, Frightened,
Senses Truesight 120 ft., Passive Perception 25
Languages Common, Sphinx,
Challenge 21 (33,000 XP)

Innate Spellcasting. Isperia’s innate spellcasting ability is Wisdom (spell save DC 23). Isperia can innately cast imprisonment twice per day, requiring no material components.

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

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

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

Spellcasting. Isperia is a 15th-level Azorius spellcaster. Her spellcasting ability is Wisdom (spell save DC 23, +14 to hit with spell attacks). Isperia has the following cleric spells prepared:

Cantrips (at will): guidance, light, resistance, sacred flame, thaumaturgy

1st level (4 slots): command, detect evil and good, ensnaring strike, sanctuary, shield of faith

2nd level (3 slots): arcane lock, augury, calm emotions, hold person, silence, zone of truth

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

4th level (3 slots): divination, locate creature

5th level (2 slots): dispel evil and good, scrying

6th level (1 slot): word of recall

7th level (1 slot): divine word

8th level (1 slot): antimagic field

Actions

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

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) slashing damage. If the target is a creature, it must succeed on a DC 23 Wisdom saving throw or take 14 (4d6) psychic damage after each attack it makes against Isperia before the start of her next turn.

Supreme Legal Authority. Isperia chooses up to three creatures she can see within 90 feet of her. Each target must succeed on a DC 23 Intelligence saving throw or Isperia chooses an action for that target: Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, or Use an Object. The affected target can’t take that action for 1 minute. At the end of each of the target’s turns, it can end the effect on itself with a successful DC 23 Intelligence saving throw. A target that succeeds on the saving throw becomes immune to Isperia’s Supreme Legal Authority for 24 hours.

Legendary Actions

Isperia 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. Isperia regains spent legendary actions at the start of her turn.

Claw Attack. Isperia makes one claw attack.

Cast a Spell (Costs 2 Actions). Isperia casts a spell of 3rd level or lower from her list of prepared spells, using a spell slot as normal.

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

Lawmage

The Azorius Senate has spellcasters who are trained to capture lawbreakers and bring them to justice. A lawmage’s magic is focused on restraining criminals and on protecting bystanders from becoming casualties when arresters are pursuing malefactors. A significant proportion of the guild’s vedalken are lawmages.

Medium Humanoid (Any Race, ), Lawful Neutral

Armor Class 15 (Breastplate)
Hit Points 84 (13d8 + 26)
Speed 30 ft.,

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

Saving Throws INT +6, WIS +5,
Skills Arcana +6, Persuasion +4, Perception +5,
Senses Passive Perception 15
Languages Common plus any one language
Challenge 6 (2,300 XP)

Spellcasting. The lawmage is an 8th-level Azorius spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The lawmage has the following wizard spells prepared:

Cantrips (at will): fire bolt, friends, light, message

1st level (4 slots): alarm, expeditious retreat, shield

2nd level (3 slots): arcane lock, detect thoughts, hold person

3rd level (3 slots): clairvoyance, dispel magic, slow

4th level (2 slots): locate creature, stoneskin

Actions

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

Precognitive Mage

Precognitive mages, a rarity among Azorius spellcasters, are capable of capturing glimpses of the future. They are typically employed to anticipate the actions of wanted criminals, thus aiding in their capture.

GEETRA

Geetra is a precognitive mage who first put her gifts to use as a young thief on the streets of Ravnica. While still a teenager, she was apprehended and then pardoned in exchange for agreeing to use her talents in the service of the Azorius Senate. For decades, she worked in almost complete anonymity, her gifts unappreciated. But with the senate displaying an increased interest in the talents of precognitive mages, Geetra has been given a more prominent position, which she has embraced with enthusiasm. She worries about the impact that her guild has on the rest of Ravnica but believes in her heart that she is helping the people. Chaos can only destroy, and her visions are a tool to ensure that society can live in safety in all variants of the future.

Medium Humanoid (Any Race, ), Lawful Neutral

Armor Class 11 (14 with Mage Armor)
Hit Points 63 (14d8)
Speed 30 ft.,

STR
9 (0)
DEX
13 (+1)
CON
10 (0)
INT
18 (+4)
WIS
13 (+1)
CHA
11 (0)

Saving Throws INT +6, WIS +3,
Skills Perception +3,
Senses Truesight 120 ft., Passive Perception 13
Languages Common plus any one language
Challenge 3 (700 XP)

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

3/day: detect thoughts, mage armor

1/day each: clairvoyance, locate object

Actions

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

Glimpse the Temporal Flood (Recharge 5–6). The mage targets one creature within 120 feet of it that it can see. The target takes 18 (4d8) psychic damage, and it must succeed on a DC 14 Intelligence saving throw or be stunned until the end of its next turn.

Reactions

Precognitive Insight (3/Day). When the mage or a creature it can see makes an attack roll, a saving throw, or an ability check, the mage can cause the roll to be made with advantage or disadvantage.

Boros NPCs

The Boros Legion attracts those who believe justice is the highest ideal and that it’s worth fighting for on behalf of all Ravnica’s citizens. From its angelic commanders down to its raw recruits, everyone in the legion wages war against corruption, exploitation, and lawlessness.

The Boros Legion has its own soldiers, and the elite Sunhome Guard protects the legion’s headquarters. The Boros NPCs table summarizes key roles within these forces. Statistics for these NPCs are found in the Monster Manual unless the table states otherwise.

Boros NPCs

RoleAppropriate Stat Block
Boros soldierSoldier*
Magical supportFirefist* or frontline medic*
Shock trooperReckoner*
SkyknightKnight mounted on a Skyjek roc*
Sunhome GuardGuardian giant* or veteran

*Appears in this chapter

Warleader Aurelia

The angel Aurelia leads the Boros Legion. During the years of her leadership, she has shown a strong appreciation for the ordinary citizens who are often caught in the middle of interguild violence.

True justice, Aurelia argues, isn’t merely the enforcement of the letter of existing laws (let the Azorius fret over that), but the establishment of equitable and compassionate relationships among all of Ravnica’s people. That means protecting the weak from the depredations of the strong, sheltering the innocents who are threatened by war, and ensuring that enforcement of the law doesn’t become oppressive. Aurelia actively supports efforts to establish a lasting peace among the guilds in the absence of the Guildpact.

Aurelia prefers to lead the Boros Legion from the front. She brings swift and unrelenting punishment to the wicked, and her temper is legendary.

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

Aurelia’s Traits

Ideal: “Justice. We must do whatever it takes to establish fair and merciful relationships among Ravnica’s people — through force of arms when necessary.”

Bond: “The entire legion obeys my commands, and I am therefore beholden to every one of my soldiers.”

Flaw: “I charge into battle with little heed for my own wellbeing.”

Medium Celestial (Angel, ), Lawful Good

Armor Class 22 (Natural Armor)
Hit Points 287 (25d8 + 175)
Speed Fly 150 ft., 50 ft.,

STR
26 (+8)
DEX
24 (+7)
CON
25 (+7)
INT
17 (+3)
WIS
25 (+7)
CHA
30 (+10)

Saving Throws DEX +14, CON +14, CHA +17,
Skills Insight +14, Perception +14,
Damage Resistances Necrotic, Radiant, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks,
Damage Immunities Poison,
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Exhaustion,
Senses Truesight 120 ft., Passive Perception 24
Languages All,
Challenge 23 (50,000 XP)

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

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

Actions

Multiattack. Aurelia makes three longsword attacks and uses Leadership.

Longsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage, or 13 (1d10 + 8) slashing damage when used with two hands, plus 27 (6d8) radiant damage.

Leadership. Aurelia utters a few inspiring words to one creature she can see within 30 feet of her. If the creature can hear her, it can add a d10 to one attack roll or saving throw it makes before the start of Aurelia’s next turn.

Warleader’s Helix (Recharge 5–6). Ranged Spell Attack: +17 to hit, range 60 ft., one creature. Hit: 54 (12d8) radiant damage, and Aurelia can choose another creature she can see within 10 feet of the target. The second creature regains 27 (6d8) hit points.

Reactions

Parry. Aurelia adds 7 to her AC against one melee attack that would hit her. To do so, Aurelia must see the attacker and be wielding a melee weapon.

Unyielding. When Aurelia is subjected to an effect that would move her, knock her prone, or both, she can use her reaction to be neither moved nor knocked prone.

Legendary Actions

Aurelia 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. Aurelia regains spent legendary actions at the start of her turn.

Command Allies. Aurelia chooses up to three creatures she can see within 30 feet of her. If a chosen creature can see or hear Aurelia, it can immediately use its reaction to make one weapon attack, with advantage on the attack roll.

Longsword Attack (Costs 2 Actions). Aurelia makes one longsword attack.

Frighten Foes (Costs 3 Actions). Aurelia targets up to five creatures she can see within 30 feet of her. Each target must succeed on a DC 25 Wisdom saving throw or be frightened of her until the end of her next turn. Any target within 5 feet of Aurelia has disadvantage on the saving throw.

Firefist

Boros firefists combine potent magic with peerless fighting ability, inspiring all who serve alongside them. They often act as the point of contact between the Boros Legion and the angelic leaders.

Medium Humanoid (Any Race, ), Lawful Good

Armor Class 18 (Plate)
Hit Points 117 (18d8 + 36)
Speed 30 ft.,

STR
16 (+3)
DEX
10 (0)
CON
14 (+2)
INT
11 (0)
WIS
17 (+3)
CHA
13 (+1)

Saving Throws CON +5, WIS +6,
Skills Intimidation +4, Religion +3,
Senses Passive Perception 13
Languages Any one language (usually Common)
Challenge 7 (2,900 XP)

Spellcasting. The firefist is a 9th-level Boros spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared:

Cantrips (at will): fire bolt, light, sacred flame, spare the dying

1st level (4 slots): guiding bolt, healing word, heroism, shield of faith

2nd level (3 slots): lesser restoration, scorching ray

3rd level (3 slots): blinding smite, crusader’s mantle, revivify

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

5th level (1 slot): flame strike

Actions

Multiattack. The firefist makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Reactions

Guided Attack (Recharges after a Short or Long Rest). When the firefist or one creature it can see within 30 feet of it makes an attack roll, the firefist grants a +10 bonus to that roll.

Frontline Medic

The soldiers of the Boros Legion depend on skilled healers to keep them on their feet. Frontline medics use a mix of magical healing and mundane medicine to keep their compatriots alive.

Frontline Medic

Reckoner

Boros reckoners combine physical power and magical prowess, serving as the shock troops of the legion. They are adept at breaking up mobs and organized lines of defense. Sometimes described as living thunderstorms, reckoners charge their bodies with lightning that bursts forth in their spells and lashes out at enemies who harm them. Many reckoners are minotaurs.

Medium Humanoid (Any Race, ), Lawful Neutral

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

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

Skills Arcana +4, Intimidation +2, Perception +3,
Senses Passive Perception 13
Languages Common plus any one language
Challenge 4 (1,100 XP)

First Strike. The reckoner has advantage on initiative rolls.

Spellcasting. The reckoner is a 5th-level Boros spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The reckoner has the following wizard spells prepared:

Cantrips (at will): blade ward, light, message, shocking grasp

1st level (4 slots): guiding bolt, shield, thunderwave, witch bolt

2nd level (3 slots): blur, levitate

3rd level (2 slots): lightning bolt

Actions

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Reactions

Lightning Backlash (Recharge 5–6). When a creature hits the reckoner with an attack, the attacker takes lightning damage equal to half the damage dealt by the attack.

Dimir NPCs

The Dimir are a collection of individual agents and secretive cells woven subtly throughout the fabric of Ravnica and across all the guilds. Dimir agents excel at information gathering, covert operations, and assassination. They collect secrets, relay intelligence, and sow discord — all in obedience to the sometimes cryptic orders of their mysterious leaders.

The Dimir NPCs table summarizes key roles within House Dimir. Statistics for these NPCs are found in the Monster Manual unless the table states otherwise.

Dimir NPCs

RoleAppropriate Stat Block
Dimir spySpy or thought spy*
Duskmantle assassinAssassin
Mind mageMind mage*

*Appears in this chapter

Lazav the Faceless

Lazav is uniquely qualified to be the Dimir guildmaster: he is a shapechanger whose mysterious genius is informed by agents from the entire Dimir network. He takes on a tremendous variety of guises as his needs and plans require. He might step out into the Ravnican streets as an elderly widow to eavesdrop at the bazaar, become a vedalken hussar of the Azorius Senate to sidestep a checkpoint, or transform into a Tin Street merchant to deceive a passing noble. His true form might be that of a doppelganger or some other creature; no one has ever seen it.

Lazav’s Traits

Ideal: “Knowledge. To know a thing is to have power over it.”

Bond: “When the time is right and my plans have come to fruition, all of Ravnica will be mine.”

Flaw: “I can’t trust anyone.”

Medium Monstrosity (Shapechanger, ), Neutral Evil

Armor Class 18 (Natural Armor)
Hit Points 204 (24d8 + 96)
Speed 40 ft.,

STR
16 (+3)
DEX
24 (+7)
CON
18 (+4)
INT
22 (+6)
WIS
20 (+5)
CHA
22 (+6)

Saving Throws DEX +13, INT +12, WIS +11, CHA +12,
Skills Deception +18, Insight +11, Perception +11, Stealth +19,
Damage Resistances Necrotic, Psychic,
Damage Immunities Poison,
Condition Immunities Charmed, Frightened, Poisoned,
Senses Darkvision 120 ft., Passive Perception 21
Languages Common, Thieves' Cant,
Challenge 17 (18,000 XP)

Elusive. No attack roll has advantage against Lazav unless he is incapacitated.

Innate Spellcasting. Lazav’s innate spellcasting ability is Intelligence (spell save DC 20). He can innately cast the following spells, requiring no material components:

At will: detect thoughts, encode thoughts (see chapter 2), freedom of movement, vicious mockery (4d4 psychic damage)

3/day each: blur, confusion, mirror image

1/day each: modify memory, Rary’s telepathic bond

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

Shapechanger Savant. Lazav can use a bonus action to polymorph into a Small or Medium humanoid he has seen. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn’t transformed.

Psychic Defenses. Unless Lazav is incapacitated, he is immune to magic that allows other creatures to read his thoughts, determine whether he is lying, know his alignment, or know his creature type. Creatures can telepathically communicate with Lazav only if he allows it.

Actions

Multiattack. Lazav makes three shortsword attacks.

Shortsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) piercing damage plus 10 (3d6) psychic damage, and the target has disadvantage on the next attack roll it makes before Lazav’s next turn.

Legendary Actions

Lazav 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. Lazav regains spent legendary actions at the start of his turn.

Attack. Lazav makes a weapon attack.

Cast a Spell (Costs 2 Actions). Lazav casts one of his innate spells.

Shifting Nightmare (Costs 3 Actions). Lazav rapidly takes the form of several nightmarish creatures, lashing out at all nearby. Each creature within 10 feet of Lazav must succeed on a DC 21 Dexterity saving throw or take 18 (4d8) damage of a type chosen by Lazav: acid, cold, fire, lightning, or necrotic.

Mind Mage

Dimir mind mages are among the most feared spellcasters in Ravnica, thanks in large part to the aura of mystery that shrouds them and their work. Their ability to read and alter memories commands respect from the other members of House Dimir and makes them useful in the full spectrum of the guild’s activities. Many mind mages lead cells of their own.

Medium Humanoid (Any Race, ), Neutral Evil

Armor Class 12 (15 with Mage Armor)
Hit Points 49 (11d8)
Speed 30 ft.,

STR
10 (0)
DEX
14 (+2)
CON
10 (0)
INT
20 (+5)
WIS
15 (+2)
CHA
16 (+3)

Saving Throws INT +8, WIS +5,
Skills Arcana +8, Deception +6, Persuasion +6, Insight +5,
Senses Passive Perception 12
Languages Common plus any four languages
Challenge 5 (1,800 XP)

Special Equipment. The mage wears a spies' murmur (see chapter 5).

Innate Spellcasting (Psionics). The mage’s spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:

At will: encode thoughts (see chapter 2), friends

3/day each: charm person, detect thoughts, mage armor, sleep, suggestion

1/day each: dominate person, mass suggestion, modify memory

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Thought Spy

Thought spies form the backbone of House Dimir’s covert operations. They are trained in stealth and infiltration, tactics that they supplement with rigorously developed mental abilities. To ensure that no secrets slip through Dimir’s fingers, they infiltrate rival guilds. In addition to traditional means of gathering intelligence, thought spies use their magic to spy on the thoughts of their targets.

Medium Humanoid (Any Race, ), Neutral Evil

Armor Class 13 (Leather Armor)
Hit Points 27 (6d8)
Speed 30 ft.,

STR
11 (0)
DEX
14 (+2)
CON
10 (0)
INT
16 (+3)
WIS
13 (+1)
CHA
14 (+2)

Senses Darkvision 30 ft., Passive Perception 13
Languages Common plus any one language
Challenge 1 (200 XP)

Cunning Action. On each of its turns, the thought spy can use a bonus action to take the Dash, Disengage, or Hide action.

Innate Spellcasting (Psionics). The thought spy’s innate spellcasting ability is Intelligence (spell save DC 13). The thought spy can innately cast the following spells, requiring no components:

At will: charm person, disguise self, encode thoughts (see chapter 2)

1/day each: blur, detect thoughts, gaseous form

Actions

Multiattack. The thought spy makes two melee attacks, or it makes three ranged attacks with its daggers.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Golgari NPCs

In its embrace of death and its claim over fetid, rotting environments, the Golgari Swarm appeals to those who are comfortable in a world of fungus, rot, and monsters.

Every member of the Golgari Swarm has a function, working together like the parts of a single, larger organism. At the same time, internal factions vie for authority. The most prominent faction is the Devkarin elves, whose spiritual leader, Izoni, is no friend of the guildmaster, Jarad. The medusas are still struggling to coalesce as a faction. The kraul are slowly gaining more influence in the guild under the leadership of the death priest, Mazirek. These faction leaders can serve as patrons for Golgari characters. They might send characters on missions to interfere with a rival or to increase the power and influence of their own faction. They can also serve as major adversaries for adventurers who oppose the Golgari Swarm.

Golgari NPCs include reclaimers, who scavenge and recycle corpses and other detritus, and assassins, who belong to a secret society called the Ochran. The Golgari NPCs table summarizes key roles within the guild. Statistics for these NPCs are found in the Monster Manual unless the table states otherwise.

Golgari NPCs

RoleAppropriate Stat Block
Devkarin warriorDrow or drow elite warrior
Ochran assassinAssassin
ReclaimerScout
Spiritual leaderGolgari shaman*

*Appears in this chapter

IZONI, DEVKARIN MATKA

The spiritual leader of the Devkarin elves holds the position of matka. Izoni, a Golgari shaman, has recently risen to her position after the suspicious death of her predecessor, Zdenia. Izoni is known for her ability to control insects and spiders, and she is never encountered without the company of one or more swarms of insects crawling over and around her. When she walks, she appears to glide over the ground.

Jarad Vod Savo

The Golgari guildmaster is a Devkarin necromancer and lich named Jarad Vod Savo. In life, Jarad was an archer and accomplished hunter, as well as the brother of the previous guildmaster, the ambitious Savra. Jarad mastered the ways of necromancy so he could rise as a lich after he sacrificed himself to save his son from the demon Rakdos.

As head of the Golgari Swarm, Jarad commands elf and medusa assassins, legions of kraul, brutish trolls, and masses of undercity-dwelling creatures. Thanks to the necromantic power he wields — and with the support of his loyal guards and soldiers — he has survived a number of assassination attempts from various upstarts.

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

Jarad’s Traits

Ideal: “Death. There’s wisdom to be gained in it, whether it be your own or someone else’s.”

Bond: “Ravnica, with all its structures and institutions, will eventually rot away, and it will be time for the Golgari to bloom from the carcass.”

Flaw: “I am beyond life and death and can’t be harmed.”

Medium Undead, Neutral Evil

Armor Class 17 (Natural Armor)
Hit Points 180 (24d8 + 72)
Speed 30 ft.,

STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
16 (+3)
CHA
15 (+2)

Saving Throws CON +10, INT +12, WIS +10,
Skills Arcana +12, Insight +10, Perception +10,
Damage Resistances Necrotic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks,
Damage Immunities Poison,
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Exhaustion,
Senses Darkvision 120 ft., Passive Perception 20
Languages Common, Elvish, Kraul,
Challenge 22 (41,000 XP)

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

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

Regeneration. Jarad regains 25 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn’t function at the start of his next turn. He dies only if he starts its turn with 0 hit points and doesn’t regenerate.

Spellcasting. Jarad is a 14th-level Golgari spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Jarad has the following wizard spells prepared:

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

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

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

3rd level (3 slots): animate dead, plant growth, vampiric touch

4th level (3 slots): blight, giant insect, grasping vine

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

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

7th level (1 slot): finger of death, forcecage

Spore Infusion. Jarad is surrounded by a cloud of spores. As a bonus action, he can cause the spores to deal 11 (2d10) poison damage to a creature he can see within 10 feet of him.

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

Undead Fortitude. If damage reduces Jarad to 0 hit points, he 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, he drops to 1 hit point instead.

Actions

Multiattack. Jarad makes two attacks: one with his Noxious Touch and one with his Staff of Svogthir. He can cast a spell with a casting time of 1 action in place of one of these attacks.

Noxious Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 28 (8d6) poison damage, and the target must succeed on a DC 20 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Staff of Svogthir. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 13 (3d8) poison damage and 13 (3d8) necrotic damage.

Legendary Actions

Jarad 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. Jarad regains spent legendary actions at the start of his turn.

Cantrip. Jarad casts one of his cantrips.

Noxious Touch (Costs 2 Actions). Jarad uses Noxious Touch.

Disrupt Life (Costs 3 Actions). Each creature within 30 feet of Jarad must make a DC 20 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Golgari Shaman

Golgari shamans are the spiritual leaders of the Golgari Swarm. They teach the guild’s beliefs about the cycles of nature, using their necromantic magic to show how life sprouts from death.

Golgari shamans paint their faces so they appear to have extra eyes on their cheeks and chins. They sometimes use magical moodmark paint (described in chapter 5) to allow them to communicate by means of these marks. They wear clothing adorned with beetle carapaces, spiderwebs, or shelf fungus.

Medium Humanoid (Elf, ), Neutral Evil

Armor Class 14 (Hide Armor)
Hit Points 88 (16d8 + 16)
Speed 30 ft.,

STR
11 (0)
DEX
15 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
17 (+3)
CHA
16 (+3)

Saving Throws CON +4, WIS +6,
Skills Arcana +4, Insight +6, Nature +4, Religion +4,
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Elvish,
Challenge 5 (1,800 XP)

Fey Ancestry. The shaman has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Spellcasting. The shaman is an 8th-level Golgari spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The shaman has the following druid spells prepared:

Cantrips (at will): poison spray, shillelagh, thorn whip

1st level (4 slots): cure wounds, entangle, ray of sickness

2nd level (3 slots): pass without trace, ray of enfeeblement, spike growth

3rd level (3 slots): animate dead, dispel magic, plant growth

4th level (2 slots): blight, giant insect

Actions

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

Fungal Rot. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic damage, and the target must make a DC 14 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.

Reactions

Feed on Death. When a creature within 30 feet of the shaman drops to 0 hit points, the shaman gains 5 (1d10) temporary hit points.

Golgari Lairs

Members of the Golgari Swarm have an intimate connection to their territory. When at least six Golgari defend their territory together, they can call on the environment to aid them. The group must include Jarad Vod Savo or at least one Golgari shaman, kraul death priest, undercity medusa, or Devkarin lich. When determining the difficulty of such an encounter, consider the lair to be one additional creature of challenge rating 1.

Lair Actions

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

  • If the Golgari can see any sewer openings, they can cause sewage to overflow. Any creature within 20 feet of such an opening must succeed on a DC 15 Dexterity saving throw or be knocked prone and pushed up to 20 feet in a straight line away from the opening.
  • Spore-laden fungi release a cloud that fills a 20-foot-radius sphere centered on a point the Golgari choose within 120 feet of any member of the group. The cloud spreads around corners and remains until one of the Golgari dismisses it as an action, the Golgari group uses this lair action again, or all the members of the Golgari group die. The area within the cloud is lightly obscured. Any creature in the cloud when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Any creature that ends its turn in the cloud takes 10 (3d6) poison damage.
  • Tendrils of creeping fungi reach out to ensnare the enemies of the Golgari. The Golgari choose a 15-foot-radius sphere centered on a point within 60 feet of any member of the group. Each creature in the area that isn’t allied with the Golgari group must succeed on a DC 15 Dexterity saving throw or become restrained until the Golgari group uses this lair action again, all the members of the group are slain, or no member of the group is within 60 feet of the effect. A creature restrained in this way can use an action to make a DC 15 Strength check, ending the restrained effect on itself with a success.

Regional Effects

The region containing a Golgari lair is infested with mosses and strange fungi. This habitat accounts for one or both of the following effects in the surrounding undercity (the effects don’t spread to the surface):

  • Moss, fungi, and other growth covers every underground surface within half a mile of the lair.
  • Fungal spores drifting throughout the lair have the power to animate corpses. Whenever a Small or Medium humanoid dies within the lair, roll a die. On an odd number, the dead creature rises up as a fungus drudge (use the zombie stat block in the Monster Manual) 1d8 hours later, unless its body is destroyed.

If all the Golgari in the lair die, the regional effects fade over 1d10 days.

Gruul NPCs

Like the creatures that fight alongside them, warriors and shamans of the Gruul Clans are wildly aggressive.

True to their name, the Gruul Clans include a number of different groups with their own leaders and traditions. Beyond the six most prominent clans (the Burning Tree, the Ghor, the Scab, the Slizt, the Gravel Hide, the Zhur-Taa, and the Bolrac), countless small clans — some little more than war bands — claim territories throughout the rubblebelts.

Gruul NPCs fill various clan roles. The Gruul NPCs table summarizes key roles within the guild. Statistics for these NPCs are found in the Monster Manual unless the table states otherwise.

Gruul NPCs

RoleAppropriate Stat Block
Clan memberAnarch*
Clan warriorBerserker
DruidDruid of the Old Ways*
ScoutRubblebelt stalker*
Trog (Gruul hermit)Gladiator

*Appears in this chapter

Borborygmos

For decades, the enormous cyclops Borborygmos has commanded the respect and obedience of the Gruul Clans by defeating all who challenged him. He embodies the raging fire that the Gruul believe burns in their bellies, and his wrath toward the civilization of Ravnica knows no bounds.

Mightiest of the Mighty. Borborygmos leads the Burning Tree clan, which is the largest and most diverse of the Gruul Clans. He is almost always accompanied by other members of his clan — not because he needs their protection, but because they might need his. His companions include creatures ranging from burly giants to cowering goblins.

The Gruul follow strength, and Borborygmos holds his position only because he has proved stronger than any challenger.

Borborygmos’s Traits

Ideal: “We fight!”

Bond: “I will bring the wilds back.”

Flaw: “I don’t have to listen to anybody.”

Huge Giant, Chaotic Neutral

Armor Class 14 (Natural Armor)
Hit Points 270 (20d12 + 140)
Speed 40 ft.,

STR
24 (+7)
DEX
11 (0)
CON
24 (+7)
INT
8 (-1)
WIS
17 (+3)
CHA
16 (+3)

Saving Throws STR +13, CON +13, WIS +9,
Skills Survival +9, Athletics +13, Insight +9,
Damage Resistances Poison, Psychic,
Condition Immunities Charmed, Frightened,
Senses Tremorsense 60 ft., Passive Perception 13
Languages Common, Giant,
Challenge 18 (20,000 XP)

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

Poor Depth Perception. Borborygmos has disadvantage on any attack roll against a target more than 30 feet away.

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

Actions

Multiattack. Borborygmos can use his Frightful Presence. He also makes two attacks: one with his maul and one with his stomp.

Maul. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.

Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage.

Rock. Ranged Weapon Attack: +13 to hit, range 30/120 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.

Frightful Presence. Each creature of Borborygmos’s choice that is within 60 feet of him and can see or hear him must succeed on a DC 17 Wisdom saving throw or become frightened of him 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 Borborygmos’s Frightful Presence for the next 24 hours.

Legendary Actions

Borborygmos 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. Borborygmos regains spent legendary actions at the start of his turn.

Attack. Borborygmos makes a weapon attack.

Bellow (Costs 2 Actions). Borborygmos yells menacingly at one creature he can see within 60 feet of him. That creature must succeed on a DC 17 Wisdom saving throw or become frightened of him for 1 minute. If the creature is already stunned instead. A 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 Borborygmos’s Bellow for the next 24 hours.

Wide Berth (Costs 3 Actions). Borborygmos moves up to half his speed and can move through the space of any creature smaller than Huge. The first time Borborygmos enters a creature’s space during this move, the creature must make a DC 21 Dexterity saving throw. If the saving throw succeeds, the creature is pushed 5 feet away from Borborygmos. If the saving throw fails, that creature is knocked prone, and Borborygmos can make a stomp attack against it.

Anarch

The rank-and-file members of the Gruul Clans, called anarchs, despise civilization and have sworn to tear down both its physical structures and its institutions.

Anarchs scavenge everything, from the hide armor they wear to the weapons they wield. As they pick through the refuse of the rubblebelts, they sometimes come across magic items and other valuable treasures.

Medium Humanoid (Any Race, ), Chaotic Neutral

Armor Class 13 (Hide Armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.,

STR
14 (+2)
DEX
13 (+1)
CON
12 (+1)
INT
9 (0)
WIS
11 (0)
CHA
10 (0)

Skills Perception +2, Survival +2,
Senses Passive Perception 12
Languages Any one language (usually Common)
Challenge 1/4 (50 XP)

Aggressive. As a bonus action, the anarch can move up to its speed toward a hostile creature it can see.

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

Actions

Spiked Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 7 (1d10 + 2) piercing damage if used with two hands.

Druid of the Old Ways

The druids of the Old Ways are the keepers of ancient Gruul traditions devoted to the primal ferocity of animal gods such as Ilharg the Raze-Boar and Kashath the Stalker.

The End-Raze. The druids of the Old Ways believe that civilization will never be eradicated by scattered raids and petty skirmishes. They cling to the idea of a coming apocalypse, the End-Raze, when Ilharg’s hoofs will trample every brick and stone of Ravnica’s soaring skylines to rubble. The world will return to a state of nature in which the lawless code of muscle and savagery will reign once again.

NIKYA OF THE OLD WAYS

The Zhur-Taa leader, Nikya, is a powerful centaur druid of the Old Ways. In fact, she considers herself to be the last of the true Gruul druids. Though raised to be a warrior, Nikya soon discovered her natural gifts with magic. She can summon enormous constricting vines from the ancient layers of Ravnica’s crust. She has little love for Borborygmos, and she believes that another leader — one who is loyal to the Old Ways — will arise among the Gruul before the End-Raze begins.

Medium Humanoid (Any Race, ), Chaotic Neutral

Armor Class 14 (Hide Armor)
Hit Points 90 (12d8 + 36)
Speed 30 ft.,

STR
11 (0)
DEX
15 (+2)
CON
16 (+3)
INT
10 (0)
WIS
20 (+5)
CHA
14 (+2)

Saving Throws DEX +5, CON +6, WIS +8,
Skills Perception +8, Survival +8, Nature +3,
Senses Passive Perception 18
Languages Common, Druidic,
Challenge 7 (2,900 XP)

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

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

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

Cantrips (at will): druidcraft, produce flame, resistance, thorn whip

1st level (4 slots): cure wounds, faerie fire, thunderwave

2nd level (3 slots): beast sense, flame blade, pass without trace

3rd level (3 slots): conjure animals, dispel magic, plant growth

4th level (3 slots): dominate beast, freedom of movement, wall of fire

5th level (2 slots): commune with nature, conjure elemental, scrying

6th level (1 slot): transport via plants, wall of thorns

Actions

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.

Rubblebelt Stalker

Rubblebelt stalkers are scouts and skirmishers for the Gruul Clans. They excel at moving over challenging terrain, whether they’re picking their way through treacherous ruins or clambering across rooftops. They favor ambush tactics and avoid confrontations with stronger forces, relying on their superior mobility to make their escape.

Medium Humanoid (Any Race, ), Chaotic Neutral

Armor Class 14 (Piecemeal Armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft., Climb 30 ft.,

STR
10 (0)
DEX
15 (+2)
CON
12 (+1)
INT
10 (0)
WIS
14 (+2)
CHA
8 (-1)

Skills Athletics +2, Perception +4, Stealth +4,
Senses Passive Perception 14
Languages Any one language (usually Common)
Challenge 1/2 (100 XP)

Ambusher. In the first round of a combat, the stalker has advantage on attack rolls against any creature that hasn’t taken a turn yet.

Nimble Escape. The stalker can take the Disengage or Hide action as a bonus action on each of its turns.

Ruin Dweller. The stalker has advantage on Dexterity (Stealth) checks made to hide in ruins, and its speed is not reduced in difficult terrain composed of rubble.

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

Actions

Multiattack. The stalker makes three attacks with its shortsword.

Shortsword. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Izzet NPCs

Though the Izzet League officially serves the function of maintaining the city’s public works, most of its members join the guild to indulge their insatiable curiosity for magical knowledge. Using the guild’s extensive resources and sturdy facilities, researchers pursue their studies through reckless experimentation, which often ends in destruction of property, loss of limb, or at the very least, a loud boom. Nearly all Izzet members have some capability with magic.

Izzet NPCs include chemisters, who work extensively with the magic alloy mizzium, and their attendants. The Izzet NPCs table summarizes key roles within the guild. Statistics for these NPCs are found in the Monster Manual unless the table states otherwise.

Izzet NPCs

RoleAppropriate Stat Block
AttendantCommoner
ChemisterMage
GuardScorchbringer guard*
Magic testerFlux blastseeker,* cosmotronic blastseeker,* counterflux blastseeker,* or galvanic blastseeker*

*Appears in this chapter

MASTER CHEMISTER GROZGROX

Master Chemister Grozgrox is a viashino (lizardfolk) mage with a talent for shaping mizzium. His genius has earned commendations from Niv-Mizzet himself on two separate occasions, a fact that Grozgrox tries to work into conversation as often as possible.

Niv-Mizzet

Possessed of arrogance and vanity that matches his vast intellect and tremendous power, Niv-Mizzet is the ancient dragon who founded and continues to control the Izzet League. From his private laboratory at the top of the Izzet guildhall, Niv-Mizzet directs the research and experiments of his countless underlings. He coordinates a tremendous number of apparently unrelated projects, working toward some mysterious end.

There can be little doubt that this ancient dragon is one of the most intelligent beings on Ravnica and one of the world’s most powerful spellcasters. He is just as acquisitive as any dragon, but his treasure is scientific and magical knowledge. His ambition is a looming threat in the minds of all the other guildmasters, but confronting him directly is almost unthinkable thanks to the combination of his awesome magical power and the sheer physical threat of a fire-breathing, sword-toothed dragon.

Niv-Mizzet’s Traits

Ideal: “Innovation. Don’t just have an idea — have all of them.”

Bond: “I have spent more than ten thousand years researching the mysteries of the world around me, but there is much more to discover.”

Flaw: “I find it tedious to converse with simpletons who lack vision.”

Gargantuan Dragon, Chaotic Neutral

Armor Class 22 (Natural Armor)
Hit Points 370 (19d20 + 171)
Speed 40 ft., Climb 30 ft., Fly 80 ft.,

STR
29 (+9)
DEX
14 (+2)
CON
29 (+9)
INT
30 (+10)
WIS
17 (+3)
CHA
25 (+7)

Saving Throws CON +17, INT +18, WIS +11,
Skills Arcana +18, Insight +11, Perception +11,
Damage Resistances Cold, Psychic, Thunder,
Damage Immunities Fire, Lightning,
Condition Immunities Charmed,
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic,
Challenge 26 (90,000 XP)

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

Locus of the Firemind. Niv-Mizzet can maintain concentration on two different spells at the same time. In addition, he has advantage on saving throws to maintain concentration on spells.

Magic Resistance. Niv-Mizzet has advantage on saving throws against spells and other magical effects.

Master Chemister. When Niv-Mizzet casts a spell that deals damage, he can change the spell’s damage to cold, fire, force, lightning, or thunder.

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

Cantrips (at will): fire bolt, light, prestidigitation, ray of frost, shocking grasp

1st level (4 slots): detect magic, magic missile, shield, thunderwave, unseen servant

2nd level (3 slots): blur, enlarge/reduce, flaming sphere, scorching ray

3rd level (3 slots): counterspell, fireball, hold person, lightning bolt, slow

4th level (3 slots): confusion, dimension door, fabricate

5th level (2 slots): conjure elemental, polymorph, wall of fire, wall of force

6th level (1 slot): chain lightning, disintegrate, true seeing

7th level (1 slot): project image, reverse gravity, teleport

8th level (1 slot): control weather, maze, power word stun

9th level (1 slot): prismatic wall

Actions

Multiattack. Niv-Mizzet makes three attacks: one with his bite and two with his claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 14 (2d4 + 9) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage.

Fire Breath (Recharge 5–6). Niv-Mizzet exhales fire in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Niv-Mizzet 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. Niv-Mizzet regains spent legendary actions at the start of his turn.

Cantrip. Niv-Mizzet casts one of his cantrips.

Tail Attack. Niv-Mizzet makes a tail attack.

Wing Attack (Costs 2 Actions). Niv-Mizzet beats his wings. Each creature within 15 feet of him must succeed on a DC 25 Dexterity saving throw or take 14 (2d4 + 9) bludgeoning damage and be knocked prone. Niv-Mizzet can then fly up to half his flying speed.

Dracogenius (Costs 3 Actions). Niv-Mizzet regains a spell slot of 3rd level or lower.

Blastseekers

While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do.

Medium Humanoid (Any Race, ), Chaotic Neutral

Armor Class 15 (Chain Shirt)
Hit Points 37 (5d8 + 15)
Speed 30 ft.,

STR
14 (+2)
DEX
15 (+2)
CON
16 (+3)
INT
18 (+4)
WIS
9 (0)
CHA
12 (+1)

Saving Throws DEX +4, CON +5,
Skills Intimidation +3, Arcana +6, Perception +1,
Senses Passive Perception 11
Languages Any one language (usually Common)
Challenge 4 (1,100 XP)

Empowered Spell (3/Day). When the blastseeker rolls damage for a spell, it can reroll up to four dice of damage. It must use the new dice.

Innate Spellcasting. The blastseeker’s innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn’t function for others:

3/day each: scorching ray, shield, thunderwave

2/day: fireball

Tides of Chaos (1/Day). The blastseeker makes one attack roll, ability check, or saving throw with advantage.

Actions

Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands.

Medium Humanoid (Any Race, ), Chaotic Neutral

Armor Class 13 (16 with Mage Armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft.,

STR
13 (+1)
DEX
16 (+3)
CON
15 (+2)
INT
18 (+4)
WIS
11 (0)
CHA
14 (+2)

Saving Throws CON +4, WIS +2,
Skills Arcana +6, Perception +2,
Senses Passive Perception 12
Languages Common plus any one language
Challenge 2 (450 XP)

Counterflux Overcast (Recharge 5–6). The blastseeker can create an additional effect immediately after casting a spell. Roll a d6 to determine the effect:

1–3. The blastseeker creates a 15-foot-radius invisible sphere centered on itself that lasts until the end of its next turn. Creatures in the sphere have disadvantage on saving throws against spells and other magical effects.

4–6. The blastseeker creates a 15-foot-radius invisible sphere centered on itself that lasts until the end of its next turn. Creatures in the sphere have advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The blastseeker’s innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn’t function for others:

3/day each: enlarge/reduce, mage armor (self only), scorching ray

1/day each: counterspell, dispel magic, protection from energy

Actions

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

Medium Humanoid (Any Race, ), Chaotic Neutral

Armor Class 12 (15 with Mage Armor)
Hit Points 55 (10d8 + 10)
Speed 30 ft.,

STR
10 (0)
DEX
15 (+2)
CON
12 (+1)
INT
20 (+5)
WIS
9 (0)
CHA
14 (+2)

Saving Throws DEX +5, INT +8,
Skills Arcana +8, Perception +2,
Senses Passive Perception 12
Languages Common plus any one language
Challenge 5 (1,800 XP)

Fluxbending Overcast (Recharge 5–6). The blastseeker can create an additional effect immediately after casting a spell. Roll a d6 to determine the effect:

1–3. The blastseeker teleports, swapping places with a creature it can see within 30 feet of it.

4–6. The blastseeker and each creature within 10 feet of it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) thunder damage.

Innate Spellcasting. The blastseeker’s innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn’t function for others:

3/day each: mage armor (self only), scorching ray

1/day each: banishment, cone of cold, dimension door, fireball, ice storm

Actions

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.

Medium Humanoid (Any Race, ), Chaotic Neutral

Armor Class 13
Hit Points 52 (8d8 + 16)
Speed 30 ft.,

STR
10 (0)
DEX
17 (+3)
CON
14 (+2)
INT
19 (+4)
WIS
10 (0)
CHA
13 (+1)

Saving Throws DEX +6,
Skills Perception +3, Acrobatics +6, Arcana +7,
Senses Passive Perception 13
Languages Common, Primordial, plus any one language
Challenge 5 (1,800 XP)

Galvanic Overcast (Recharge 5–6). When the blastseeker casts lightning bolt or thunderwave, it can roll a die. On an odd number, the blastseeker takes 9 (2d8) force damage. On an even number, the spell also deals 9 (2d8) lightning damage to each target that fails its saving throw.

Heart of the Storm. When the blastseeker casts lightning bolt or thunderwave, all other creatures within 10 feet of the blastseeker each take 3 lightning damage.

Innate Spellcasting. The blastseeker’s innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn’t function for others:

3/day each: levitate, lightning bolt, thunderwave

1/day: stoneskin

Gust-Propelled Leap. The blastseeker can use a bonus action to fly up to 10 feet without provoking opportunity attacks.

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.

Medium Humanoid (Any Race, ), Chaotic Neutral

Armor Class 16 (Breastplate)
Hit Points 11 (2d8 + 2)
Speed 30 ft.,

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

Senses Passive Perception 9
Languages Any one language (usually Common)
Challenge 1/2 (100 XP)

Explosive Tank. When the guard dies, or if it rolls a 1 when checking whether its Scorchbringer action recharges, the tank on its back explodes in a 10-foot radius sphere. Each creature in that area must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects that aren’t being worn or carried, and it destroys the scorchbringer.

Actions

Light Hammer. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Scorchbringer (Recharge 4–6). The guard’s scorchbringer spouts a stream of flame in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

MIZZIX OF THE IZMAGNUS

Mizzix is a goblin galvanic blastseeker who began her Izzet career as a lowly attendant. But she quickly earned her a place at her own magical forge with a squadron of attendants. Through a combination of natural talent, calculated political moves, and fortunate accidents, Mizzix has now risen to the highest position in the Izzet League’s court, occupying a seat of the Izmagnus.

Orzhov NPCs

Every person in the Orzhov Syndicate, living or dead, has a place in the guild’s rigid hierarchy. From the undead spirits that make up the ruling Obzedat to the lowly undead borrower spirits at the bottom, along with the ranks of the living in between, everyone knows where they stand: who is above them, who is below them, who owes them, and whom they owe.

The Orzhov hierarchy includes advokists who find loopholes in the law to exploit, knights who enforce the guild’s will, and indentured spirits. The Orzhov NPCs table summarizes key roles within the guild. Statistics for these NPCs are found in the Monster Manual unless the table states otherwise.

Orzhov NPCs

RoleAppropriate Stat Block
AdvokistMage
Indentured spiritIndentured spirit*
KnightKnight
OligarchNoble
Pontiff or ministrantPriest or acolyte

*Appears in this chapter

Obzedat, the Ghost Council

The ghosts who make up the Obzedat are traditionally called patriarchs, though they can be male or female. They are the oldest, wealthiest, and most influential oligarchs of the Orzhov Syndicate. They have been dead for centuries, but they refuse to let go of the fortunes they amassed in life. Addicted to power and prestige, these patriarchs continue to dominate the guild and accumulate even larger fortunes.

Mostly Unanimous. The ghosts of the Obzedat function as a unit, driven by their shared desire to accumulate ever more wealth for the guild. In times of disagreement, the eldest of the council exerts his seniority to bend the council to his will.

Grandfather Karlov. The head of the council, who gives final approval to its decisions and breaks ties within the group, is Karlov, known as Grandfather. In life, Karlov was the greediest of Orzhov oligarchs, and his many centuries as a spirit have not diminished his hunger for more wealth.

Undead Nature. An Obzedat ghost doesn’t require air, food, drink, or sleep.

The Ghost Council’s Traits

Ideal: “Influence is measured in power, status, and money, but mostly money.”

Bond: “Gather as much as you can while you can, for when you die, you will take it with you.”

Flaw: “Everyone has a price.”

Medium Undead, Lawful Evil

Armor Class 14 (Natural Armor)
Hit Points 110 (20d8 + 20)
Speed 0 ft., Fly 30 ft. hover,

STR
10 (0)
DEX
10 (0)
CON
12 (+1)
INT
18 (+4)
WIS
20 (+5)
CHA
17 (+3)

Saving Throws INT +7, WIS +8,
Skills Perception +8, Insight +8,
Damage Resistances Acid, Cold, Fire, Lightning, Thunder, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks,
Damage Immunities Necrotic, Poison,
Senses Darkvision 60 ft., Passive Perception 18
Languages Common,
Challenge 8 (3,900 XP)

Council of Five. The ghost has a trait based on who it is, as shown below:

Enezesku: Enfeebling Ray. Enezesku’s Innate Spellcasting trait includes ray of enfeeblement, which he can cast at will.

Fautomni: Undead Fortitude. If damage reduces Fautomni to 0 hit points, he 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, Fautomni drops to 1 hit point instead.

Karlov: Unnatural Vigor. When Karlov regains hit points, he has advantage on attack rolls he makes on his next turn.

Vuliev: Teleportation. Vuliev’s Innate Spellcasting trait includes misty step, which he can cast at will.

Xil Xaxosz: Lingering Spite. When Xil Xaxosz is reduced to 0 hit points, his incorporeal form explodes in a burst of necrotic energy. Each creature within 5 feet of him must make a DC 16 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.

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

Incorporeal Movement. The ghost 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.

Innate Spellcasting. The ghost’s innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: chill touch (at 5th level, and the ghost regains hit points equal to half the amount of damage the target takes)

1/day each: sanctuary, spirit guardians (at 4th level)

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

Actions

Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 18 (4d8) necrotic damage, and the ghost regains hit points equal to half the amount of damage the target takes. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. The target dies if its hit point maximum is reduced to 0. This reduction to the target’s hit point maximum lasts until the target finishes a long rest.

Convene the Ghost Council. The ghost summons the other four members of the Obzedat. At the start of the ghost’s next turn, the other members appear in unoccupied spaces within 30 feet of the summoner. The ghosts each roll initiative when they appear.

Legendary Actions

If five Obzedat ghosts are all within 30 feet of each other, they can collectively take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Obzedat ghosts regain spent legendary actions at the start of the turn of the ghost with the highest initiative.

Forced Obedience. A target that all of the Obzedat ghosts can see must succeed on a DC 16 Wisdom saving throw or bow until the end of its next turn. Until this bow ends, the target can’t take actions or reactions, and its speed is 0 and can’t be increased.

Indentured Spirits (Costs 3 Actions). The Obzedat ghosts conjure 1d6 indentured spirits (described in this chapter) within 60 feet of one of them.

TEYSA KARLOV

Under the authority of the Obzedat, Teysa Karlov (a mage with access to Orzhov guild spells) formerly held the title of grand envoy, serving as the representative of the Orzhov when interaction with the leadership of other guilds was necessary. A defining characteristic of the Orzhov for decades was the tension between Teysa, living in the complex political realities of the world, and the inflexible, avaricious Obzedat. Teysa argued strenuously that the Obzedat’s isolationism and their reluctance to forge alliances that could make them reliant on other guilds would lead to the syndicate’s downfall.

That tension reached its boiling point when Teysa enlisted the help of Tajic, Blade of the Boros Legion, in an attempt to seize power from the Obzedat. Her attempt failed, and the Obzedat imprisoned Teysa, eliminated the role of grand envoy, and canceled all dealings with other guilds. Teysa remains in prison to this day, and the Ghost Council extorts corrupt officials to make sure they keep her locked away.

Rakdos NPCs

The Cult of Rakdos attracts thrill seekers. Some of its members are lured by promises of hedonistic pleasure; others are drawn like moths to the spectacle of the fiery stage. They come to join a twisted community where no impulse is unacceptable, no act is too vile, and all that matters is the excitement and pleasure of the moment. They come for a chance at the spotlight — some slim hope of fame, even if it is the infamy of going down in flames. And they come for fellowship, an easy companionship without the earnest spirituality of the Selesnya, the regimented discipline of the Boros, or the hierarchy of the Orzhov.

Not every member of the guild is a performer; some members simply tag along to witness the guild’s mayhem. The Rakdos NPCs table summarizes key roles within the guild. Statistics for these NPCs are found in the Monster Manual unless the table states otherwise.

Rakdos NPCs

RoleAppropriate Stat Block
Blood witchBlood witch*
Cult memberCult fanatic or cultist
PerformerRakdos lampooner* or Rakdos performer*

*Appears in this chapter

Rakdos

Rakdos, the demon for whom his cult is named, embodies hedonism. He is also the consummate entertainer, whose mere appearance is an act of grisly performance art. A monstrous figure standing thirty feet tall, spreading enormous wings, crowned with fire and swinging a flaming scythe, Rakdos demands the spotlight. His every entrance is a showstopper.

Sometimes after his grand entrance, Rakdos crouches to witness the performances of those who adore him. To them, his opinion is the only one that matters, but he is a demanding spectator. He has seen thousands of years of circus tricks and has no patience for performers who don’t give their all. His flaming scythe has brought more than one tepid show to a sudden and spectacular close.

Jaded as he is, Rakdos attends his cult’s performances only rarely. He often retreats into his lair below the cult’s guildhall for months or years at a time, but his followers know that he might emerge at any time to witness the latest spectacle.

Rakdos’s Traits

Ideal: “Everyone should pursue their greatest desire.”

Bond: “If you want my favor, show me a performance I’ve never seen before.”

Flaw: “What is joy?”

Huge Fiend (Demon, ), Chaotic Evil

Armor Class 20 (Natural Armor)
Hit Points 300 (24d12 + 144)
Speed 40 ft., Fly 80 ft.,

STR
26 (+8)
DEX
15 (+2)
CON
22 (+6)
INT
14 (+2)
WIS
18 (+4)
CHA
30 (+10)

Saving Throws STR +15, CON +13, WIS +11, CHA +17,
Skills Performance +17, Intimidation +17, Persuasion +17,
Damage Resistances Necrotic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks,
Damage Immunities Fire, Poison,
Condition Immunities Charmed, Frightened, Poisoned, Exhaustion,
Senses Truesight 120 ft., Passive Perception 14
Languages Abyssal, Common,
Challenge 24 (62,000 XP)

Captivating Presence. Any creature that starts its turn within 30 feet of Rakdos must make a DC 25 Wisdom saving throw. On a failed save, the creature becomes charmed by Rakdos for 1 minute or until the creature is farther than 30 feet away from him. On a successful save, the creature becomes immune to Rakdos’s Captivating Presence for 24 hours.

Cruel Entertainment. When a creature Rakdos can see within 60 feet of him is reduced to 0 hit points, Rakdos gains 25 temporary hit points.

Innate Spellcasting. Rakdos’s spellcasting ability is Charisma (spell save DC 25). He can innately cast hellish rebuke (at 5th level) at will, requiring no material components.

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

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

Magic Weapons. Rakdos’s weapon attacks are magical.

Actions

Multiattack. Rakdos makes two attacks with his Curtain-Call Scythe or his claws.

Curtain-Call Scythe. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) slashing damage plus 13 (3d8) fire damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Legendary Actions

Rakdos 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. Rakdos regains spent legendary actions at the start of his turn.

Sadistic Revelry. Each creature within 60 feet of Rakdos that is his ally or is charmed by him must use its reaction to move up to half its speed toward the creature closest to it that it can see, provided it isn’t already within 5 feet of that creature. It then must make one melee attack against that creature if it is able to do so.

Scythe (Costs 2 Actions). Rakdos uses Curtain-Call Scythe.

Touch of Pain (Costs 3 Actions). Rakdos makes a claw attack against one creature within 10 feet of him. The target must succeed on a DC 25 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature can’t maintain concentration on a spell or any other effect that requires concentration. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Blood Witch

Blood witches imagine themselves to be the intermediaries between Rakdos and his cult — the pinnacle of his priesthood, his trusted advisors, and the messengers who communicate his will to the scattered troupes and ringmasters. The Cult of Rakdos recognizes no authority but Rakdos, and the demon lord requires no advisors. Nonetheless, the blood witches are smart, charismatic, and powerful, so their voices do carry some weight.

Blood witches strive both to protect the cult from external interference and to punish those who bring harm to the guild. They claim grandiose titles, such as Tormentor of the Wojek, as a way of mocking their intended victims.

Medium Humanoid (Any Race, ), Chaotic Evil

Armor Class 12 (15 with Mage Armor)
Hit Points 78 (12d8 + 24)
Speed 30 ft.,

STR
16 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
13 (+1)
WIS
9 (0)
CHA
19 (+4)

Saving Throws WIS +3, CHA +7,
Skills Arcana +4, Perception +2, Stealth +5, Intimidation +7,
Damage Resistances Psychic,
Senses Darkvision 120 ft., Passive Perception 12
Languages Abyssal plus any one language (usually Common)
Challenge 7 (2,900 XP)

Blood Witch Dance. The witch can use a bonus action to control the movement of one creature cursed by its hex spell that it can see within 30 feet of it. The creature must succeed on a DC 15 Charisma saving throw or use its reaction to move up to 30 feet in a direction of the witch’s choice.

Devil’s Sight. Magical darkness doesn’t impede the witch’s darkvision.

Innate Spellcasting. The witch’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The witch can innately cast the following spells, requiring no material components:

At will: alter self, detect magic, eldritch blast (at 11th level), false life, levitate (self only), mage armor (self only)

1/day each: circle of death, enthrall, suggestion

3/day each: hellish rebuke, hex, scorching ray (at 3rd level)

Actions

Multiattack. The witch makes two attacks: one with its longsword and one with its shortsword.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

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

Rakdos Lampooner

One of the most effective weapons in the Rakdos cult’s arsenal is satire, and a Rakdos lampooner is a virtuoso of that art. Lampooners generally reserve their mockery for people and guilds that have seized an outsized measure of power, those who need to be taken down a peg, rather than piling further humiliation onto those who are already struggling. They use masks, marionettes, or effigies to caricature public figures, or sometimes play pranks on those individuals directly in the streets.

Medium Humanoid (Any Race, ), Chaotic Evil

Armor Class 12 (Leather Armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft.,

STR
11 (0)
DEX
12 (+1)
CON
13 (+1)
INT
12 (+1)
WIS
9 (0)
CHA
18 (+4)

Skills Deception +6, Performance +6,
Senses Passive Perception 9
Languages Common plus any one language
Challenge 2 (450 XP)

Spellcasting. The lampooner is a 4th-level Rakdos spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following bard spells:

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

1st level (4 slots): bane, dissonant whispers, silent image, Tasha’s hideous laughter, thunderwave

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

Actions

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

Rakdos Performer

By offering a place for those of many different talents, the Cult of Rakdos has seen its numbers swell with performing artists, including blade jugglers, fire eaters, and high wire acrobats. Performers carry the message of Rakdos out into the streets: cut loose, free yourself from the bonds of society’s mores and expectations, and indulge your desires.

Medium Humanoid (Any Race, ), Chaotic Evil

Armor Class 13
Hit Points 22 (4d8 + 4)
Speed Climb 30 ft., 40 ft.,

STR
13 (+1)
DEX
17 (+3)
CON
12 (+1)
INT
10 (0)
WIS
8 (-1)
CHA
15 (+2)

Saving Throws DEX +5, CHA +4,
Skills Acrobatics +7, Performance +4,
Senses Passive Perception 9
Languages Any one language (usually Common)
Challenge 1 (200 XP)

Nimble. The performer can take the Disengage action as a bonus action on each of its turns.

Performer Type. The performer is one of the following types: blade juggler, fire eater, or high-wire acrobat. The performer’s type determines its action options, presented below.

Actions

Blade Juggler Actions

Multiattack. The juggler makes three dagger attacks.

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

Fire Eater Actions

Multiattack. The fire eater makes two attacks with its bladed chain.

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

Spew Flame (Recharge 4–6). The fire eater exhales flames. Each creature in a 15-foot cone must make a DC 13 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.

High-Wire Acrobat Actions

Multiattack. The acrobat makes two attacks with its barbed pole.

Barbed Pole. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the acrobat can jump up to 20 feet. This movement doesn’t provoke opportunity attacks.

JUDITH, THE SCOURGE DIVA

Judith appears at Rakdos clubs and street shows as a singer and performance artist, combining dark soliloquies and bizarre pain stunts. She’s the grande dame of the Rakdos, and what she says backstage goes.

Judith covets the adoration heaped on Rakdos by his cultists. She does countless performances a week, but the big demon gets all the praise. She has begun to assemble a small entourage of fans, toadies, and understudies who echo her complaints about the guild’s leader.

Rakdos Carnival

As lumbering giants put up makeshift stages and cackling devils ignite the footlights, the first performers begin to gather the crowds. Exuberant music with erratic rhythms draws spectators from the surrounding neighborhood, and cheers of approval greet the more accomplished performers — along with gasps and shrieks as the acts get more risky and the first blood is drawn. Acrobats cavort through the streets while sword swallowers and knife throwers flash bright steel. The crowd gets larger and wilder, the shouts and screams get louder, the fires burn brighter, and blood glistens red in the torchlight. The spectacle is gruesome but captivating; the crowd hates to watch but can’t look away. Soon madness takes them, and they — devils and ogres, acrobats and spectators — are caught up in a frenzy of violence. Only when it is over does the horror of the event sink in.

A Rakdos carnival is more than the sum of its performers and its audience. It is a frenzy that grips those present, a fiendish madness that comes on suddenly and departs just as quickly, leaving gore in its wake. The carnival, in fact, has a life of its own — and when adventurers face the Cult of Rakdos in the midst of a revel, the carnival is one more foe arrayed against them.

When at least six Rakdos performers perform together in public, they can call on the carnival to aid them. When determining the difficulty of such an encounter, consider the carnival to be one additional creature of challenge rating 3.
Lair Actions

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

  • Fire erupts from the ground at up to four points of the DM’s choice in the carnival. The fire lasts for 1 minute or until this action is used again. Each jet of flame is a 20-foot-tall cylinder with a 5-foot radius. Each creature in the cylinder when it first appears must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Any creature that starts its turn in the flames must also make the saving throw.
  • Whirling blades, spiked chains, or other implements of agony appear for a moment to menace 1d6 random creatures in a 20-foot cube. Each target must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) force damage.
  • Blood splashes all creatures in a 20-foot-radius sphere centered on a point within the carnival. Each creature in that area becomes the target of a confusion spell (save DC 15).

Regional Effects

The carnival exerts a powerful influence over those who come close to the festivities:

  • When a creature that is outside the carnival sees or hears it, the creature must succeed on a DC 15 Wisdom saving throw or use its movement each round to move toward the carnival. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, the creature becomes immune to this effect for 24 hours.
  • If a creature attempts to leave the carnival, the creature must make a DC 15 Charisma saving throw. On a failed save, the creature instead moves toward the center of the carnival. On a successful save, the creature becomes immune to this effect for 24 hours.

If all the Rakdos performers in the carnival die or leave its area, these effects end immediately.

Selesnya NPCs

Those drawn to the Selesnya Conclave find the guild’s mission of inclusion and harmony appealing. They gain comfort and fulfillment from the guild’s peaceful coexistence with civilization and untamed nature. But the guild’s drive isn’t only to draw people into a peaceable community: the Selesnya aim to build an army. They aren’t naive; they realize that the ambitions of other guilds will lead to violence, and they plan to be prepared for it.

Despite the guild’s atmosphere of peaceful quietude, many of its members have military roles. The Selesnya NPCs table summarizes key roles within the guild. Statistics for these NPCs are found in the Monster Manual unless the table states otherwise.

Selesnya NPCs

RoleAppropriate Stat Block
Equenaut (cavalry)Scout mounted on a pegasus
Ledev guardian (outrider)Knight mounted on a dire wolf
Religious leaderPriest or druid
Selesnya soldierSoldier* or veteran
ShepherdHorncaller*

*Appears in this chapter

Trostani

The Selesnya guildmaster is an amalgamation of three dryads in body, will, and soul. Each dryad’s body extends from a central trunk, so while they possess independent minds, they share a single name­ — Trostani — and a single life force. Usually Trostani communicates the will of the Worldsoul with one voice, but she retains three distinct personalities that embody the three parts of the Selesnyan ideal: order, life, and harmony. In the midst of increasing tensions on Ravnica, the three personalities have recently been at odds over how best to navigate the conclave through such difficult times.

Trostani spends most of her time in the towering tree of Vitu-Ghazi, the Selesnya guildhall. There she communes with Mat’Selesnya and with the dryads who lead individual Selesnya communities across Ravnica.

Trostani’s Traits

Ideal: “In each of us is the strength of all of us.”

Bond: “All will come to the warm embrace of the Conclave.”

Flaw: “I have nothing but anger for those who break the bonds of the community and leave our embrace.”

Large Fey, Neutral Good

Armor Class 17 (Natural Armor)
Hit Points 252 (24d10 + 120)
Speed 30 ft.,

STR
19 (+4)
DEX
14 (+2)
CON
20 (+5)
INT
16 (+3)
WIS
30 (+10)
CHA
25 (+7)

Saving Throws CON +11, WIS +16, CHA +13,
Skills Arcana +9, Nature +9, Perception +16, Persuasion +13, Insight +16,
Condition Immunities Charmed, Grappled,
Senses Darkvision 120 ft., Passive Perception 26
Languages Common, Druidic, Elvish, Sylvan,
Challenge 18 (20,000 XP)

Innate Spellcasting. Trostani’s innate spellcasting ability is Wisdom (spell save DC 24). She can innately cast the following spells, requiring no material components:

At will: dispel magic, druidcraft

3/day each: bless, conjure animals, giant insect, moonbeam, plant growth, spike growth, suggestion

1/day each: conjure fey, mass cure wounds

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

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

Magic Weapons. Trostani’s weapon attacks are magical.

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

Tree Stride. Once on her turn, Trostani can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

Actions

Multiattack. Trostani takes three actions: she uses Constrict and Touch of Order, and she casts a spell with a casting time of 1 action.

Constrict. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 15 (3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained. Trostani can grapple no more than three targets at a time.

Touch of Order. Melee Spell Attack: +16 to hit, reach 5 ft., one creature. Hit: 23 (3d8 + 10) radiant damage, and Trostani can choose one magic item she can see in the target’s possession. Unless it’s an artifact, the item’s magic is suppressed until the start of Trostani’s next turn.

Wrath of Mat’Selesnya (Recharge 5–6). Trostani conjures a momentary whirl of branches and vines at a point she can see within 60 feet of her. Each creature in a 30-foot cube on that point must make a DC 24 Dexterity saving throw, taking 21 (6d6) bludgeoning damage and 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Trostani 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. Trostani regains spent legendary actions at the start of her turn.

Voice of Harmony. Trostani makes one melee attack, with advantage on the attack roll.

Voice of Life. Trostani bestows 20 temporary hit points on another creature she can see within 120 feet of her.

Voice of Order. Trostani casts dispel magic.

Chorus of the Conclave (Costs 2 Actions). Trostani casts suggestion. This counts as one of her daily uses of the spell.

Awaken Grove Guardians (Costs 3 Actions). Trostani animates one or two trees she can see within 120 feet of her, causing them to uproot themselves and become awakened trees (see the Monster Manual for their stat blocks) for 1 minute or until Trostani uses a bonus action to end the effect. These trees understand Druidic and obey Trostani’s spoken commands, but can’t speak. If she issues no commands to them, the trees do nothing but follow her and take the Dodge action.

Horncaller

Specialized shamans called horncallers use their magic to call wild beasts to fight alongside Selesnya troops. In quieter times, they tend the animals associated with Selesnya enclaves and parks.

Medium Humanoid (Any Race, ), Lawful Good

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

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

Skills Animal Handling +4, Perception +4, Nature +2,
Senses Passive Perception 14
Languages Common plus any one language
Challenge 1 (200 XP)

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

1/day each: bless, conjure animals

Speak with Beasts. The horncaller can communicate with beasts as if they shared a language.

Actions

Multiattack. The horncaller makes two melee attacks with its staff and uses One with the Worldsoul.

Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands.

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

EMMARA TANDRIS

An elf priest, Emmara Tandris is committed to pursuing peace between the guilds with all her heart, even as Trostani hesitates in self-conflict. As a friend of Jace Beleren, she understands that he’s never going to be able to settle on Ravnica, so she believes the world needs a replacement for the Guildpact. Emmara plays an active role in her community, and she has many non-Selesnya friends aside from the Guildpact. One of the most active advocates of cooperation among the guilds, she is relying on personal connections with members of other guilds to help that effort.

Simic NPCs

Curiosity about the manifold wonders of life — as well as the magical science involved in modifying it — leads inquisitive and ambitious minds from across Ravnica to join the Simic Combine. Grouped together in clades and projects, Simic scientists look for new ways to speed the nature’s processes of adaptation and evolution, preparing organisms of all kinds that can thrive in the dangerous and ever-changing urban environment.

Most Simic researchers are humans, vedalken, elves, and merfolk, or at least they were born that way. During their careers, they might give themselves such a wide variety of adaptations and augmentations that their heritage is hard to ascertain. The Simic NPCs table summarizes key roles within the guild. Statistics for these NPCs are found in the Monster Manual unless the table states otherwise.

Simic NPCs

RoleAppropriate Stat Block
Biomancer (creates hybrids)Biomancer*
Forcemage (grows flora and fauna)Druid
Terraformer (alters environments)Druid or mage

*Appears in this chapter

Prime Speaker Zegana

The regal and reticent Prime Speaker Zegana is the merfolk guildmaster of the Simic Combine. She upholds the traditional ways of the guild and its utopian philosophy, which espouses a vision of an ideal world in which nature and civilization coexist in perfect balance. Some people in the guild — members of the Adaptationist faction in particular — argue that her ways are outdated and the guild requires more practical leadership. In response, Zegana maintains that she serves as prime speaker only at the sufferance of the Speakers’ Chamber, and if the other speakers wish to replace her, they are certainly within their rights to do so.

Zegana’s Traits

Ideal: “Nature’s patterns are the schematics for how to improve.”

Bond: “I will use all the resources at my disposal to see that Ravnica becomes the best it can be.”

Flaw: “I can’t understand how progress could ever be the wrong goal.”

Medium Humanoid (Merfolk, ), Lawful Neutral

Armor Class 16 (Natural Armor)
Hit Points 130 (20d8 + 40)
Speed 30 ft., Swim 40 ft.,

STR
11 (0)
DEX
14 (+2)
CON
14 (+2)
INT
20 (+5)
WIS
18 (+4)
CHA
16 (+3)

Saving Throws INT +10, WIS +9,
Skills Insight +9, Nature +10, Perception +9,
Damage Resistances Cold, Poison,
Senses Darkvision 60 ft., Passive Perception 19
Languages Common, Elvish, Merfolk
Challenge 16 (15,000 XP)

Amphibious. Zegana can breathe air and water.

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

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

Spellcasting. Zegana is a 15th-level Simic spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). She has the following wizard spells prepared:

Cantrips (at will): acid splash, druidcraft, ray of frost, shape water

1st level (4 slots): color spray, expeditious retreat, fog cloud, shield

2nd level (3 slots): enlarge/reduce, gust of wind

3rd level (3 slots): counterspell, fly, slow

4th level (3 slots): control water, ice storm, polymorph

5th level (2 slots): conjure elemental, creation

6th level (1 slot): move earth, wall of ice

7th level (1 slot): prismatic spray, teleport

8th level (1 slot): control weather, dominate monster

Actions

Prime Speaker’s Trident. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the trident emits a thunderous boom. Each creature in a 15-foot cube originating from the prongs of the trident must make a DC 18 Constitution saving throw. On a failed save, the creature takes 9 (2d8) thunder damage and is pushed 10 feet away from Zegana. If the creature is underwater, the damage is increased to 13 (3d8). On a successful save, the creature takes half as much damage and isn’t pushed.

Deluge (Recharge 4–6). Zegana conjures a wave of water that crashes down on an area within 120 feet of her. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 18 (4d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water spreads out across the ground, extinguishing unprotected flames it comes in contact with, and then vanishes.

Legendary Actions

Zegana 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. Zegana regains spent legendary actions at the start of her turn.

Adaptive Skin. Zegana gains resistance to one damage type of her choice — acid, fire, lightning, or thunder — until the start of her next turn.

Trident. Zegana makes one melee attack with the Prime Speaker’s Trident.

Enlarge (Costs 2 Actions). Zegana casts enlarge/reduce on herself, using the enlarge option, without expending a spell slot.

Deluge (Costs 3 Actions). Zegana uses Deluge, if available.

Biomancer

Nearly all the innovation and advancement in Simic bioengineering comes from the work of biomancers. Specialists in hybridizing and altering creatures through a mixture of science and magic, they have spawned countless hybrids and krasis in search of the perfect union between nature and civilization.

Medium Humanoid (Any Race, ), Neutral Good

Armor Class 17 (Splint)
Hit Points 110 (17d8 + 34)
Speed 30 ft.,

STR
10 (0)
DEX
15 (+2)
CON
14 (+2)
INT
20 (+5)
WIS
14 (+2)
CHA
15 (+2)

Saving Throws INT +9, WIS +6,
Skills Arcana +9, Nature +9,
Senses Passive Perception 12
Languages Common plus any one language
Challenge 10 (5,900 XP)

Bolstering Presence. The biomancer magically emanates life-giving energy within 30 feet of itself. Any ally of the biomancer that starts its turn there regains 5 (1d10) hit points.

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

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

Cantrips (at will): acid splash, light, mending, poison spray, shocking grasp

1st level (4 slots): detect magic, grease, shield

2nd level (3 slots): alter self, darkvision, enlarge/reduce, hold person

3rd level (3 slots): counterspell, dispel magic, haste, protection from energy

4th level (3 slots): confusion, conjure minor elementals, polymorph

5th level (2 slots): cone of cold, creation, hold monster

6th level (1 slot): move earth, wall of ice

7th level (1 slot): prismatic spray

8th level (1 slot): control weather

Actions

Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.