Guildmasters Guide to Ravnica

(Nancy Kaufman) #1

Galvanice Weird


Medium elemental, chaotic neutral

Armor Class 12 (natural armor)
Hit Points 22 (3d8 + 9)
Speed 30 ft.


STR
14 (+2)

DEX
10 (+O)

CON
17 (+3)

INT
3 (- 4)

WIS
10 (+O)

CHA
5 (-3)

Damage Resistances cold, lightning; bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses darkvision^60 ft., passive Perception^10
Languages-
Challenge^1 (200 XP)

Death Burst. When the galvanice weird dies, it explodes in a
burst of ice and lightning. Each creature within^10 feet of the ex·
ploding weird must make a DC 13 Dexterity saving throw, tak-
ing 7 (2d6) lightning damage on a failed save, or half as much
damage on a successful one.

ACTIONS
Slam. Melee Weapon Attack: +4 to hit, reach^5 ft., one target.
Hit: 5 (ld6 + 2) bludgeoning damage plus 5 (2d4) lightning
damage. If the target is a creature, it must succeed on a DC^13
Constitution saving throw or lose the ability to use reactions
until the start of the weird's next turn.

GALVANICE WEIRD

GaJvanice weirds seem to be the epitome of weird
technology. Indeed, they serve willingly, with cheerful
stupidity, as guardians and laborers in lzzet workshops.
They combine a rigid body of elemental ice with a core
of lightning that animates them. If a galvanice weird
is destroyed, the ice shatters and lightning crackles
outward in a dangerous explosion. Still, most Izzet re-
searchers find that their usefulness outweighs this risk.

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