Page 198 - Guildmasters' Guide to Ravnica
P. 198

Huge fiend (demon), chaolic evil

              Armor Class 17 (natural armor}
              Hit Points 157 (15d12 + 60)
              Speed 40 ft.

                STR    DEX     CON     INT    WIS    CHA
               23  (+6)   6 (- 2)   19 (+4)   14 (+2}   19 (+4)   22 (+6)

              Saving Throws Con +8, Int  +6, Wis +8, Cha +10
              Skills Deception +10, Intimidation +10
              Damage Resistances cold, fire, lightning; bludgeoning, piercing,
               and slashing from nonmagical attacks
              Damage Immunities poison
              Condition Immunities poisoned
              Senses truesight 120 ft., passive Perception 14
              languages Abyssal, Common, telepathy 120 ft.
              Challenge 12 (8,400 XP)

              Aura of  Mind Erosion. Any creature that starts its turn within 30
              feet of  the sire must make a DC 18 Wisdom saving throw. On a
              successful save, the creature is immune to this aura for the next
              24 hours. On a failed save, the creature has disadvantage for 1
              minute on Wisdom and Charisma checks and on Wisdom and
              Charisma saves.
               At the start of  each of its turns, the sire can suppress this
              aura until the start of its next turn.
              Innate Spellcasting. The sire's innate spellcasting ability is
              Charisma (spell save DC 18, +10 to hit with spell attacks). The
              sire can innately cast the following spells, requiring no material
              components:
              At will: clairvoyance, crown of  madness, major image, suggestion   SIRE OF INSANITY
              1/day each: confusion, mass suggestion            Rakdos nightclubs, where visitors can indulge any dark
              Magic Resistance. The sire has advantage on saving throws   desire and revel in sadistic spectacle. are the favored
              against spells and other magical eff ects.        haunts of  the demons known as sires of  insanity. Lurk-
                                                                ing in an underground vault beneath a Rakdos opera-
              ACTION S                                          tion, a sire of  insanity feasts on the violence, torment,
              Multiattaclc. The sire makes two attacks: one wit h its bite and   and depravity unfolding above. Occasionally, cultists
              one with its claws.                               bring would-be recruits to the demon's presence, and-
                                                                true to its name- the sire of insanity breaks the new
              Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one crea-
                                                                cultist's mind.
              ture. Hit: 25  (3dl  2 + 6) piercing damage plus 16 (3dl0) psy-
                                                                  A sire of  insanity is a bloated demon resembling a
              chic damage.
                                                                bipedal lizard. It stands some thirty feet tall and weighs
              Claws.  Melee Weapon Attack:+  10 to hit, reach 10 ft., one target.   many thousands of pounds, so it tends to keep hidden
              Hit: 10 (ld8 + 6)  slashing damage plus 9 (2d8)  psychic damage.   away in its subterranean lair, working its evil from
                                                                the shadows.

                                                                                    <HAP1ERb   IRll:~DS\:-.IDfOfS  1•n
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