Guildmasters Guide to Ravnica

(Nancy Kaufman) #1

HORRORS


Terrifying evils stalk, Hy, and scuttle in the dark corners
of Ravnica, from the depths of the undercity to the black-
est parts of the night sky. Collectively, these creatures
are called horrors-a variety of things that lurk in the
dark and embody the deepest fears of Ravnica's people.
All a re evil creatures with dim reason and preternatu-
ral cunning.
At least three guilds have been known to compel
horrors into service. For House Oimir, horrors spread
fear and despair in the citizenry and carry out assassi-
nations or kidnappings against well-protected targets.
For the Cult of Rakdos, horrors are s imply one more
weapon in an arsenal of terrifying and shock-inspiring
creatures that might appear on stage. For the Golgari
S warm, horrors scavenge the sewers and protect the
guild's territory.
House Dimir uses all three base kinds of horrors. The
Cult of Rakdos prefers shadow horrors, and the Golgari
Swarm uses skittering horrors.


HORRORS AND MADNESS

Horrors on Ravnica are terror and madness personified.
You can represent this reality by using the madness
rules in the Dungeon Master's Guide.
Whenever a character fails a saving throw against the
flying horror's Frightening Screech, the shadow hor-
ror's claw attack, or the skittering horror's Maddening
Presence, note that fact. At the end of the encounter,
have each character who failed at least one of those
saving throws make a DC 13 Wisdom saving throw. On
a successful save, nothing happens. On a failed save, a
character gains a form of madness from the Dungeon
Master's Guide, with the severity depending on how
many of the saving throws that character failed during
the encounter, as shown on the Madness Severity table.

MADNES S SEVERITY
Failed Saves Madness
Short-term
2-3 Long-term
4+ Indefinite

Flying Horror


Medium aberration, neutral evil

Armor Class^16 (natural armor)
Hit Points 49 (9d8 + 9)
Speed 30 ft., fly^60 ft.

STR
9 (-1)

DEX
20 (+5)

CON
12 (+l)

Skills Perception + 4, Stealth +7
Damage Vulnerabilities radiant
Condition Immunities frightened

INT
2 (-4)

WIS
15 (+2)

Senses darkvision^120 ft., passive Perception^14
Languages-
Challenge 3 (700 XP)

CHA
16 (+3)

Fear Frenzy. The horror has advantage on attack rolls against
frightened creatures.
Sunlight Sensitivity. While in sunlight, the horror has disadvan-
tage on attack rolls and on Wisdom (Perception) checks that
rely on s ight.

ACTIONS
Claws. Melee Weapon Attack: +7 to hit, reach S ft., one target.
Hit: 8 (ld6 + S) slashing damage plus^14 (4d6) psychic damage.
Frightening Screech (Recharge 5-6). The horror screeches.
Each creature within 30 feet of it that can hear it must succeed
on a DC 13 Wisdom saving throw or be frightened of it for l
minute. The frightened creature can repeat the saving throw
at the end of each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or the effect
ends for it, the creature is immune to the horror's Frightening
Screech for the next 24 hours.

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