Page 205 - Guildmasters' Guide to Ravnica
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CUSTOMIZING A  HORROR                              SECONDARY  FEATURES
           Horrors share some common body types but vary wildly   d4  Feature
           in other characteristics. A particular horror's form   Grasping Tendrils. The horror has four tendrils. Each
           might incorporate elements that resemble fiendish,     tendril can be attacked (AC 12, 10 hit points). Destroy·
           insectile, or reptilian features. To customize a horror,   ing one deals no damage to the horror.
           choose a base creature (flying horror, shadow horror,   As a bonus action, the horror can target one creature
           or skittering horror), then roll once on the Primary Fea-  it can see within 10 feet of  it. The target must succeed
           tures table and once on the Secondary Features table
           (or choose an option from each table). Add those fea-  on a Dexterity saving throw or be grappled by the hor-
                                                                  ror. The DC of  the saving throw and the DC to escape
           tures to the base creature.
                                                                  the grapple are the same: 9 for the flying horror, 13 for
           PRIMARY  FEATURES                                      the shadow horror, and 19 for the skittering horror. Until
                                                                  the grapple ends, the horror can't use the same tendril
            d4  Feature
                                                                  to grapple another target.
               Avoidance. If the horror is subjected to an effect that al·
                                                               2  Indomitable Mind. The horror is immune to the
                lows it to make a saving throw to take only half damage,
                                                                  charmed condition.
               it instead takes no damage if it succeeds on the saving
                                                               3  Keen Senses. The horror has advantage on Wisdom
               throw, and only half damage if it fails.
                                                                  (Perception) checks that rely on sight, sound, or smell.
            2  Damage Resistances. The horror has resistance to ne-
                                                               4  Mind Sight. Magical darkness doesn't impede the hor·
               crotic and psychic damage.
                                                                  ror's darkvision.
            3  Innate Spe/lcasting. The horror's innate spellcasting
               ability is Charisma (spell save DC 13 for flying horror,
               DC 16 for shadow horror, and DC 17 for skittering hor-
               ror). It can innately cast the following spells, requiring
               no material components:
               3/day: darkness
               1/day each:fear (shadow horror and skittering horror
                 only), phantasmal killer (skittering horror only)
               Psychic Rebuke. When the horror takes damage from
               a melee attack, it can use its reaction to emit psychic
               energy within a 5-foot radius. Each creature in that area
               takes 3 (1 d6)  psychic damage (flying horror), 7 (2d6)
               psychic damage (shadow horror), or 10 (3d6)  psychic
               damage (skittering horror).
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