Guildmasters Guide to Ravnica

(Nancy Kaufman) #1
KRAUL DEATH PRIEST

Medium humanoid (kraul), neutral evil

Armor Class 18 (natural armor)
Hit Points 65 (10d 8 + 20)
Speed 30 ft., climb 30 ft., fly 40 ft.

STR
16 (+3)

DEX
12 (+l)

CO N
14 (+2)

Saving Throws Con +4, Wis +4

INT
12 (+l)

WIS
15 (+2)

Skills Insight +4, Nature +3, Religion +3
Senses darkvision 60 ft., passive Perception^12
Languages Common, Kraul
Challenge 4 (l ,100 XP)

CHA
10 (+0)

Feed on Death. When a creature within^30 feet of the kraul
drops to 0 hit points, the kraul or another creature of its choice
within 30 feet of it gains S (ldlO) temporary hit points, pro-
vided the kraul isn't incapacitated.

Hive Mind. The kraul is immune to the charmed and frightened
conditions while within^30 feet of at least one other kraul.
Innate Spellcasting. The kraul's innate spellcasting ability is
Wisdom (spell save DC 12, +4 to hit with spell at tacks). The
kraul can innately cast the following spells, requiring no mate-
rial components:
At will: chill touch, poison spray
3/day each: ray of enfeeblement, ray of sickness
l/day each: animate dead, blight, vampiric touch
Pack Tactics. The kraul has advantage on an attack roll against
a creature if at least one of the kraul's allies is within 5 feet of
the creature and the ally isn't incapacitated.

Spider Climb. The kraul can climb difficult surfaces, includ·
ing upside down on ceilings, without needing to make an
ability check.

ACTIONS
Multiattack. The kraul makes one attack with its quarterstaff
and casts one of its spells with a casting time of l action.
Quarterstaff. Melee Weapon Attack: +S to hit, reach S ft., one
target. Hit: 6 (ld6 + 3) bludgeoning damage, or^7 (ld8.,. 3)
bludgeoning damage if used with two hands.

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NIGHTVEIL SPECTER
The Nightveil specters of Ravnica are hooded, undead
guardians that ride flying creatures called gloamwings.
They are fearsome agents of House Dimir, protecting
the territory and interests of that guild-particularly the
neighborhood of ighrveil, from which the specters get
their name. Their work can include driving off people
who accidentally wander too close to a secret rooftop
meeting, killing those who knowingly infiltrate Dimir
property, and tracking those who have stolen guild
secr ets, then w iping those secrets from their victims'
minds to ensure that they are never shared.
Limite d Sentien ce. A Nightveil specter is created
when the mind magic of House Dimir erases a person's
identity, leaving a mind so broken it can no longer live.
Thus. Nightveil specters have no memory of their previ-
ous lives, and they are just clever enough to follow their
orders with some amount of creativity. They pursue
their assigned tasks with fearless determination.

Gloamwing Mount. If a gloamwing is killed, its spec-

ter becomes fixated on destroying those responsible. lf
the specter survives, it can create a new gloamwing over
th e course of a month, during which time the specter is
incapacitated.
A gloamwing's head is almost ratlike, with prominent
teeth, and its leathery skin is stretched tight over its
skull. where its eyes are empty sockets. Its body is mot-
tled with bony plates, and great wings stretch from its
shoulders.
Undead Nature. A Nightveil specter and its gloam-
wing mount don't require air. food, drink, or sleep.
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