Guildmasters Guide To Ravnica

(Jeff_L) #1
CUSTOMIZING A HORROR

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


PRIMARY FEATURES
d4 Feature
Avoidance. If the horror is subjected to an effect that al·
lows it to make a saving throw to take only half damage,
it instead takes no damage if it succeeds on the saving
throw, and only half damage if it fails.
2 Damage Resistances. The horror has resistance to ne-
crotic and psychic damage.
3 Innate Spe/lcasting. The horror's innate spellcasting
ability is Charisma (spell save DC 13 for flying horror,
DC 16 for shadow horror, and DC 17 for skittering hor-
ror). It can innately cast the following spells, requiring
no material components:

3/day: darkness
1/day each:fear (shadow horror and skittering horror
only), phantasmal killer (skittering horror only)
Psychic Rebuke. When the horror takes damage from
a melee attack, it can use its reaction to emit psychic
energy within a 5-foot radius. Each creature in that area
takes 3 (1 d6) psychic damage (flying horror), 7 (2d6)
psychic damage (shadow horror), or 10 (3d6) psychic
damage (skittering horror).

SECONDARY FEATURES
d4 Feature
Grasping Tendrils. The horror has four tendrils. Each
tendril can be attacked (AC 12, 10 hit points). Destroy·
ing one deals no damage to the horror.
As a bonus action, the horror can target one creature
it can see within 10 feet of it. The target must succeed
on a Dexterity saving throw or be grappled by the hor-
ror. The DC of the saving throw and the DC to escape
the grapple are the same: 9 for the flying horror, 13 for
the shadow horror, and 19 for the skittering horror. Until
the grapple ends, the horror can't use the same tendril
to grapple another target.
2 Indomitable Mind. The horror is immune to the
charmed condition.
3 Keen Senses. The horror has advantage on Wisdom
(Perception) checks that rely on sight, sound, or smell.
4 Mind Sight. Magical darkness doesn't impede the hor·
ror's darkvision.
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