Page 205 - Guildmasters' Guide to Ravnica
P. 205
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).