Page 204 - Guildmasters' Guide to Ravnica
P. 204
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 are evil creatures with dim reason and preternatu-
ral cunning.
At least three guilds have been known to compel FLYING HORROR
horrors into service. For House Oimir, horrors spread
fear and despair in the citizenry and carry out assassi- Medium aberration, neutral evil
nations or kidnappings against well-protected targets. Armor Class 16 (natural armor)
For the Cult of Rakdos, horrors are simply one more Hit Points 49 (9d8 + 9)
weapon in an arsenal of terrifying and shock-inspiring Speed 30 ft., fly 60 ft.
creatures that might appear on stage. For the Golgari
Swarm, horrors scavenge the sewers and protect the STR DEX CON INT WIS CHA
guild's territory. 9 (-1) 20 (+5) 12 (+l) 2 (-4) 15 (+2) 16 (+3)
House Dimir uses all three base kinds of horrors. The
Cult of Rakdos prefers shadow horrors, and the Golgari Skills Perception +4, Stealth +7
Swarm uses skittering horrors. Damage Vulnerabilities radiant
Condition Immunities frightened
H ORRORS AND MADNESS Senses darkvision 120 ft., passive Perception 14
Languages -
Horrors on Ravnica are terror and madness personified. Challenge 3 (700 XP)
You can represent this reality by using the madness
rules in the Dungeon Master's Guide. Fear Frenzy. The horror has advantage on attack rolls against
Whenever a character fails a saving throw against the frightened creatures.
flying horror's Frightening Screech, the shadow hor-
ror's claw attack, or the skittering horror's Maddening Sunlight Sensitivity. While in sunlight, the horror has disadvan-
Presence, note that fact. At the end of the encounter, tage on attack rolls and on Wisdom (Perception) checks that
have each character who failed at least one of those rely on sight.
saving throws make a DC 13 Wisdom saving throw. On ACTION S
a successful save, nothing happens. On a failed save, a
character gains a form of madness from the Dungeon Claws. Melee Weapon Attack: +7 to hit, reach S ft., one target.
Master's Guide, with the severity depending on how Hit: 8 (ld6 + S) slashing damage plus 14 (4d6) psychic damage.
many of the saving throws that character failed during Frightening Screech (Recharge 5-6). The horror screeches.
the encounter, as shown on the Madness Severity table. 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
MADNESS SEVERITY minute. The frightened creature can repeat the saving throw
at the end of each of its turns, ending the effect on itself on a
Failed Saves Madness
success. If a creature's saving throw is successful or the effect
Short-term ends for it, the creature is immune to the horror's Frightening
2-3 Long-term Screech for the next 24 hours.
4+ Indefinite
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