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


                                                                                    t.:H\PTFR G   lRll~D'>  ~:-;[) ro  s   20'j
   199   200   201   202   203   204   205   206   207   208   209