Guildmasters Guide to Ravnica

(Nancy Kaufman) #1

ensnare prey a nd drop it into pitcher-like bodies filled
with acid. Others are covered with sticky glue that im-
mobilizes and slowly digests the hapless victim.


P EGASI
Most ofte n found carrying equenauts in battle, pegasi
a re ready a llies who share the guild's goals and virtues.
Members of the guild raise them from infancy, carefully
protecting the foals from griffons. drakes. and other ae-
rial predators.

SELESN YA CREATU RES
Challenge Creature Source
0 Small nature elemental (awakened MM
shrub)
1/8 Twig blight MM
1/4 Axe beak MM
1/4 Needle blight MM
1/2 Scout MM
1/2 Soldier GGR
1/2 Vine blight MM
l Dire wolf MM
Dryad MM
l Horn caller GGR
2 Druid MM
2 Huge nature elemental (awakened MM
tree)
2 Pegasus MM
2 Priest MM
3 Archer VGM
3 Knight MM
3 Veteran MM
5 Earth elemental MM
5 Shambling mound MM
5 Wood woad VGM
9 Conclave dryad GGR
9 Treant MM
12 Archdruid VGM
12 Wurmcaller (archmage) MM
14 Wurm GGR
18 Trostani GGR

SIMIC CREATURES

Simic scientists a re inte rested in the ways that all life
forms adapt to their changing environme nts, but they
have a particular fascination with the la rgest c reatures.
In a world covered with urban construction, most of
these creatures soar above t he city or glide dee p below
it in subterranean oceans accessible only through the
S imic zonots.

BENTHIDS
Simic scientists use the term "benthid" to refer to the
leviathans of the deep. These creatures vary greatly in
size and morphology, so they might be represented by
the statistics for a giant octopus, plesiosaurus, kille r
whale, giant shark, dragon turtle, or krakeo.

MERFO L K
Ravnica's merfolk are unique to the Simic. They
emerged from the depths of the plane's long-buried
oceans less than a century ago and immediately took on
leadership positions in the guild. They claim a deep con-
nection to Ravnica's primal oceans, which are almost
untouched by civilization. They have the statistics of the
merfolk in the Monster Manual, except that t hey speak
Common and Merfolk, and their legs give them a walk-
ing speed of 30 feet.

SIM I C CREATURES
Challenge
0
1/8
1/2

l 2 2 2 2 3 5 6 6

10
13
16
16
17
23

Creature
Homunculus
Merfolk
Hybrid spy
Category 1 krasis
Giant octopus
Hybrid poisoner
Hybrid shocker
Druid
Hybrid brute
Hybrid fl ier
Plesiosaurus
Killer whale
Giant shark
Category 2 krasis
Mage
Biomancer
Skyswimmer
Category 3 krasis
Zegana
Dragon turtle
Kraken

GUILDLESS CREATURES

Source
MM
MM
GGR
GGR
MM
GGR
GGR
MM
GGR
GGR
MM
MM
MM
GGR
MM
GGR
GGR
GGR
GGR
MM
MM

A monster that doesn't appear on the tables in this sec-
tion can show up in Ravnica. Other categories of crea-
tures that exist in the world include the following:
Undercity Denizens. Creatures that don't have clear
guild connections, such as carrion crawlers and
otyughs, c reep and s link through the undercity.
Undead. Orzhov spirits and Golgari zombies are not
the extent of undead in Ravnica. Wherever people
die, there's a chance of them returning as revenants,
ghosts. or other forms of undead.
The Guildless. The nonplayer characters presented in
the Monster Manual and other sources can represe nt
aoy of the ordinary citizens of Ravnica, whether they
are connected to guilds or not. Commoners go about
their daily business, bandits prey on the weak, and
cultists lurk in shadowed shrines. either hidde n from
the guilds or beneath their notice.
Ordinary Animals. Virtually any of the creatures that
appear in appendix A of the Monster Manual could
show up in Ravnica. Many s uc h creatures are con-
fined to small greenbelts or the ruined rubble belts,
but others thrive in the urban e nvironment, including
birds. scavengers. and sewer dwelle rs.

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