Guildmasters Guide To Ravnica

(Jeff_L) #1
COSMOTRONIC BLASTSEEKER
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)
Saving Throws Dex +4, Con +5
INT
18 (+4)
WIS
9 (- 1)
Skills Arcana +6, Intimidation +3, Perception +l
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 4 (1,100 XP)
CHA
12 (+l)
Empowered Spell (3/Day). When the blastseeker rolls damage
COUNTERFLUX BLASTSEEKER
Medium humanoid (any race). chaotic neutral
Armor Class 13 (16 with mage armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft.
STR
13 (+l)
DEX
16 (+3)
CON
15 (+2)
Saving Throws Con +4, Wis +2
Skills Arcana +6, Perception +2
Senses passive Perception 12
INT
18 (+4)
WIS
11 (+O)
Languages Common plus any one language
Challenge 2 (450 XP)
CHA
14 (+2)
Counterflux Overcast (Recharge 5-6). The blastseeker can cre-
ate an additional effect immediately after casting a spell. Roll a
d6 to determine the effect:


Flux Blastseeker


Medium humanoid (any race), chaotic neutral

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

STR
10 (+O)

DEX
15 (+2)

CON
12 (+l)

Saving Throws Dex +5, Int +8
Skills Arcana +8, Perception +2
Senses passive Perception 12

INT
20 (+5)

Languages Common plus any one language
Challenge 5 (1,800 XP)

WIS
9 (-1)

CHA
14 (+2)

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


CHAl'TE.R fo I RI! ND~ A"IU FOE.S


for a spell, it can reroll up to four dice of damage. It must use
the new dice.

Innate Spellcasting. The blastseeke r's innate spellcasting abil-
ity 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 lzzet gear, which doesn't func-
tion 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 th row with advantage.

ACTIONS
Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (ld8 + 2) bludgeoning damage, or 7 (ldlO + 2)
bludgeoning damage if used with two hands.

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 o n i tself 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 abil-
ity 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 lzzet gear, which doesn't func-
tion for others:
3/day each: enlarge/reduce, mage armor (self only), scorching ray
1 /day each: counterspel/, dispel magic, protection from energy

ACTIONS
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (ld8 + 3) piercing damage.

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 Spel/casting. The blastseeker's innate spellcasting abil-
ity 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 lzzet gear, which doesn't func-
tion for others:
3/day each: mage armor (self only), scorching ray
1/day each: banishment, cone of cold, dimension door, fire-
ball, ice storm

ACTIONS
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (ld6) bludgeoning damage, or 4 (ld8) bludgeon-
ing damage if used with two hands.
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