Guildmasters Guide To Ravnica

(Jeff_L) #1

Medium elemental, chaotic neutral


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


STR
16 (+3)

DEX
16 (+3)

CON
15 (+2)

INT
s (-3)

WIS
10 (+O)

CHA
7 (-2)

Damage Resistances cold, fire; bludgeoning, piercing, and
slashing from nonmagica l attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses darkvision^60 ft., passive Perceptio n^10
Languages Draconic
Challenge^4 (l ,100 XP)


Feed on Fire. If the weird takes fire damage from a spell or
other magical effect, its size increases by one category. If there
isn't enough room for the weird to increase in size, it attains
the maximum size possible in the space available. While the
weird is Large or bigger, i t makes Strength checks and saving
throws with advantage.
If the weird starts its turn at Gargantuan size, the weird re-
leases energy in an explosion. Each creature within^30 feet of


lZZET WEIRDS
Weirds are the products of Izzet League experiments
intended to combine two opposing elemental types in
the hope of creating elementals that were more stable
than the norm and easier to control. As commonly
happens with lzzet experi ments, the outcome was the
exact opposite. Wei rds are even wilder and more unpre-
dictable tha n elementals of either of their component
elements. Nevertheless, they can make potent guardian
creatures and can be urged into fighting on behalf of
their creators.
Eleme.ntal Nature. An lzzet weird doesn't require air,
food, drink, or sleep.

BLISTERCOIL WEIRD

A blistercoil weird is an a nthropomorphic brute formed
from water and molten rock. It absorbs energy from
magical fire, causing its oozelike body to increase in
size. During one disastrous experiment, Izzet research-
ers observed a blistercoil weird expanding to fill a six·
story works hop before it released all its excess energy in
an enormous explosion and returned to its origina l s ize.

the weird must make a DC 12 Dexterity saving throw, taking^28
(8d6) fire damage on a failed save, or half as much damage on
a successful one. The explosion ignites flammable objects in
the area that aren't being worn or carried. The weird's size then
becomes Medium.
Form of Fire and Water. The weird can move through a space
as narrow as 1 inch wide without squeezing. In addition, the
weird can enter a hostile creature's space and stop there. The
first time the weird enters another c reature's space on a turn,
that creature takes 5 (ldlO) fire damage and catches fire; until
someone takes an action to douse th e fire, the burning creature
takes S (ldl 0) fire damage at the start of each of its turns.
Heated Body. A creature that touches the weird or hits it
with a melee attack while within S feet of it takes^5 (1 dlO)
fire damage.

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

ACTIONS
Slam. Melee Weapon Attack: +5 to hit, reach S ft., one target.
Hit: 7 (ld8 + 3) bludgeoning damage plus 7 (2d6) fire damage,
or 11 (2d8 + 3) bludgeoning damage plus^14 (4d6) fire damage
if the weird is Large or bigger.

lH\lrt~
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