Guildmasters Guide to Ravnica

(Nancy Kaufman) #1
Challenge Creature Source
5 Shambling mound MM
5 Troll MM
6 Undercity medusa GGR
8 Assassin MM
8 Corpse flower MTF
14 Devkarin lich GGR
15 Skittering horror GGR
22 Jarad Vod Savo GGR

GRUUL CREATURES

Many dangerous creatures haunt the rubblebelts and
other places the Gruul Clans inhabit.


BEASTS
Gruu I territory is full of beasts of all sizes. Herds of gi-
ant boars (see the Monster Manual) called batterboars
roam the rubblcbelts; each batterboar can grow to be
the size of a mammoth (as in the Monster Manual), and
the passage of a herd can shake the ground and topple
buildings. Maaka (use the saber-toothed tiger stat block
from the Monster Manual) are territorial cats, about 15
feet long, with six eyes. They typically keep to the rub-
blebelts, though from time to time they are spotted amid
tended groves and gardens.
Any beast described in this book or in the Monster
Manual can roam the rubblebelts. The Gruul can bring
out the fury in these beasts. turning them into rage-
beasts. Ragebeasts often have the Reckless and Siege
Monster traits:
Reckless. At the start of its turn, the ragebeast can gain advan·
tage on all melee weapon attack rolls it makes during that turn,
but attack rolls against it have advantage until the start of its
next turn.


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


ELEMENTALS
Gruul shamans channel primal energies to summon
raging fire elementals that blaze ahead of marauding
Gruul bands. Or they transform the rubble and detritus
of civilization into earth elementals, twisted through
with choking vines. that literally give new life to the ruin
of the city. These elementals are intensely destructive,
but they last only as long as the magic used to summon
them persists.


GIANTS
Nearly all the Gruul Clans include hill giants. stone gi-
ants, cyclopes. ogres, ettins, and fomorians among their
number, and one clan-the Bolrac clan- is composed
entirely of such brutes.


HYDRAS
Once a hydra chooses a lair and declares the surround-
ing land its territory, it's almost impossible to drive the
creature out. The Gruul revere these multiheaded pred-
ators as vestiges of the ancient times before the guilds
took over the world. They don't kill hydras for trophies,
but pulling a spine from a hydra's neck is a mark of great
bravery among the Gruul.


GRUUL CREATURES
Challenge Creature Source
1/4 An arch GGR
1/2 Rubblebelt stalker GGR
1/2 Viashino (lizardfolk) MM
1 Half.ogre MM
2 Batterboar (giant boar) MM
2 Berserker MM
2 Maaka (saber-toothed tiger) MM
2 Ogre MM
4 Et tin MM
5 Elemental (earth or fire) MM
5 Hill giant MM
5 Trog (gladiator) MM
6 Cyclops MM
6 Huge batterboar (mammoth) MM
7 Druid of the Old Ways GGR
7 Stone giant MM
8 Fomorian MM
8 Hydra MM
10 Sunder shaman GGR
14 Wurm GGR
18 Borborygmos GGR

lZZET CREATURES

Izzet laboratories are staffed with attendants (common-
ers) and chemisters (mages). Pixies and sprites (called
ratchet faeries) find employment among the lzzet work-
ing on projects that are too small for other races.
The lzzet League employs elementals formed from the
combination of two or more elemental forces, including
mephits of the smoke, steam. ice, and magma varieties.

IZZET CREATURES
Challenge Creature Source
0 Attendant (commoner) MM
1/4 Apprentice wizard VGM
1/4 Pixie MM
1/4 Smoke mephit MM
1/4 Sprite MM
1/4 Steam mephit MM
1/2 Ice mephit MM
1/2 Magma mephit MM
1/2 Scorchbringer guard GGR
1/2 Viashino (lizardfolk) MM
l Galvanice weird GGR
2 Counterflux blastseeker GGR
4 Blistercoil weird GGR
4 Cosmotronic blastseeker GGR

s Flux blastseeker GGR

s Galvanic blastseeker GGR

6 Chemister (mage) MM
7 Fluxcharger GGR
8 Nivix cyclops GGR
12 Archmage MM
12 Arclight phoenix GGR
26 Niv-Mizzet GGR

< llAl'I I· Rf> FRI ENDS ,\~D I OES 185
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