Guildmasters Guide To Ravnica

(Jeff_L) #1
Huge fiend (demon), chaolic evil

Armor Class 17 (natural armor}
Hit Points 157 (15d12 + 60)
Speed 40 ft.


STR
23 (+6)

DEX
6 (-2)

CON
19 (+4)

INT
14 (+2}

WIS
19 (+4)

Saving Throws Con +8, Int +6, Wis +8, Cha +10
Skills Deception +10, Intimidation +1 0

CHA
22 (+6)

Damage Resistances cold, fire, lightning; bludgeoning, piercing,
and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 14
languages Abyssal, Common, telepathy 120 ft.
Challenge 12 (8,40 0 XP)


Aura of Mind Erosion. Any creat ure that start s its turn withi n 30
feet of the sire must make a DC 18 Wi sdom saving throw. On a
successful save, the creature is immune to this aura for the next
24 hours. On a failed save, the creature has disadvant age for 1
m inute on Wisdom and Charisma checks and on Wisdom and
Charisma saves.
At the start of each of i t s turns, the sire can suppress this
aura until the st art of i t s next turn.

Innate Spellcasting. The sire's i nnate spellcasting ability is
Charisma (spell save DC 18, +10 to hit with spel l attacks). The
si re can i nnately cast the following spells, requiring no material
components:
A t will: clairvoyance, crown of madness, major image, suggestion
1/day each: confusion, mass suggestion
Magic Resistance. The sire has advantage on saving throws
against spells and other magical effects.

ACTIONS
Multiattaclc. The sire makes two at tacks: one wit h its bit e and
one wit h its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one crea-
ture. Hit: 25 (3dl 2 + 6) piercing damage plus 16 (3dl0) psy-
chic damage.

Claws. Melee Weapon Attack:+^10 to hit, reach^10 ft., one target.
Hit: 10 (ld8 + 6) slashing damage plus 9 (2d8) psychic damage.

SIRE OF INSANITY

Rakdos nightclubs, where visitors can indulge any dark
desire and revel in sadistic spectacle. are the favored
haunts of the demons known as sires of insanity. Lurk-
ing in an underground vault beneath a Rakdos opera-
tion, a sire of insanity feasts on the violence, torment,
and depravity unfolding above. Occasionally, cultists
bring would-be recruits to the demon's presence, and-
true to its name- the sire of insanity breaks the new
cultist's mind.
A sire of insanity is a bloated demon resembling a
bipedal lizard. It stands some thirty feet tall and weighs
many thousands of pounds, so it tends to keep hidden
away in its subter ranean lair, working its evil from
the shadows.

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