Guildmasters Guide To Ravnica

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Dimir NPCs

The Dimir a re a collection of individual agents and
secretive cells woven subtly throughout the fabric of
Ravnica and across all the guilds. Dimir agents excel at
information gathering, covert operations, and assassina-
tion. They collect secrets, relay intelligence, and sow dis-
cord- all in obedience to the sometimes cryptic orders
of their mysterious leaders.
The Dimir NPCs table summarizes key roles within
House Dimir. Statistics for these NPCs are found in the
Monster Manual unless the table states otherwise.

D1M1R NPCs
Role
Dimir spy
Duskmantle assassin
Mind mage
*Appears in this chapter

Appropriate Stat Block
Spy or thought spy*
Assassin
Mind mage^1 '

L A ZAV THE FACELESS

Lazav is uniquely qualified to be the Dimir guildmas-
ter: he is a shapechanger whose mysterious genius is
informed by agents from the entire Dimir network. He
takes on a tremendous variety of guises as his needs
and plans require. He might step out into the Ravnican
streets as an elderly widow to eavesdrop at the bazaar,
become a vedalken hussar of the Azorius Senate to
sidestep a checkpoint, or transform into a Tin Street

LAZAV

Medium monstrosity (shapechanger), neutral evil

Armor Class 18 (natural armor)
Hit Points 204 {24d8 + 96)
Speed 40 ft.

STR
16 ( +3)

DEX
24 {+7)

CON
18 {+4)

INT
22 (+6)

WIS
20 (+S)

Saving Throws Dex +13, Int +12, Wis +11, Cha +12

CHA
22 (+6)

Skills Deception+ 18, Insight+ 11, Perception + 11, Stealth + 19
Damage Resistances necrotic, psychic
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 21
Languages Common, thieves' cant
Challenge 17 (18,000 XP)

Elusive. No attack roll has advantage against Lazav unless he is
incapacitated.

Innate Spellcasting. Lazav's innate spellcasting ability is Intel-
ligence (sp ell save DC 20 ). He can innately cast the following
spells, requiring no material components:

At will: detect thoughts, encode thoughts (see chapter 2).free-
dom of movement, vicious mockery (4d4 psychic damage)
3/day each: blur, confusion, mirror image
l/day each: modify memory, Rory's telepathic bond
Legendary Resistance (3/Day). If Lazav fails a saving throw, he
can choose to succeed instead.


CHAPTl.R 6 FRlf.,DS \Sil FOES


merchant to deceive a passing noble. His true form
might be that of a doppelganger or some other creature;
no one has ever seen it.

LAZAV^1 S TRAITS
Ideal: "Knowledge. To know a thing is to have
power over it."
Bond: "When the time is right and my plans have come
to fruition, all ofRavnica will be mine."
Fla w: "I can't trust anyone."

MIND MAGE

Dimir mind mages are among the most feared spell-
casters in Ravnica, thanks in large part to the aura of
mystery that shrouds them and their work. Their ability
to read and alter memories commands respect from the
other members of House Dimir and makes them useful
in the full spectrum of the guild's activities. Many mind
mages lead cells of their own.

THOUGHT SPY

Thought spies form the backbone of House Dimir's
covert operations. They are trained in stealth and infil-
tration, tactics that they supplement with rigorously de-
veloped mental abilities. To ensure that no secrets s lip
through Dimir's fingers, they infiltrate rival guilds. I n
addition to traditional means of gathering intelligence,
thought spies use their magic to spy on the thoughts of
their targets.

Shapechanger Savant. Lazav can use a bonus action to poly-
morph into a Small or Medium humanoid he has seen. His
statistics, other than his size, are the same in each form. Any
equipment he is wearing or carrying isn 't transformed.

Psychic Defenses. Unless Lazav is incapacitated, he is immune
to magic that allows other creatures to read his thoughts, de·
termine whether he is lying, know his alignment, or know his
creature type. Creatures can telepat hically communicate with
Lazav only ifhe allows it.

A CT IONS
Multiattack. Lazav makes three sho rtsword attacks.
Shortsword. Melee Weapon Attack: +13 to hit, reach S ft., one
target. Hit: 10 {ld6 + 7) piercing damage plus 10 (3d6) psychic
damage, and the target has d isadvantage on the next attack roll
it makes before Lazav's next t urn.

LEGENDARY ACTIONS
Lazav can take 3 legendary actions , choosing from the options
below. Only one legendary action option can be used at a time
and only at t he end of another creature's turn. Lazav regains
spent legendary actions at the start of his turn.
Attack. Lazav makes a weapon attack.
Cast a Spell (Costs 2 Actions). Lazav casts one of his in-
nate spells.
Shifting Nightmare (Costs 3 Actions). Lazav rapidly takes the
form of several nightmaris h creatures, lashing o ut at all
nearby. Each creature within 10 feet of Lazav must succeed
on a DC 21 Dexterity saving throw o r take 18 (4d8) damage of
a type chosen by Lazav: acid, cold, fire, lightning, or necrotic.

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