Page 208 - Guildmasters' Guide to Ravnica
P. 208

lZZET WEIRDS
                                                                Weirds are the products of  Izzet League experiments
                                                                intended to combine two opposing elemental types in
                                                                the hope of creating elementals that were more stable
                                                                than the norm and easier to control. As commonly
                                                                happens with lzzet experiments, the outcome was the
                                                                exact opposite. Weirds are even wilder and more unpre-
                                                                dictable than elementals of either of their component
                                                                elements. Nevertheless, they can make potent guardian
                                                                creatures  and can be urged into fighting on behalf of
                                                                their creators.
                                                                  Eleme.ntal Nature. An lzzet weird doesn't require air,
                                                                food, drink, or sleep.

                                                                BLISTERCOIL WEIRD
                                                                A blistercoil weird is an anthropomorphic brute formed
                                                                from water and molten rock. It absorbs energy from
                                                                magical fire, causing its oozelike body to increase in
                                                                size. During one disastrous experiment, Izzet research-
                                                                ers observed a blistercoil weird expanding to fill a six·
                                                                story workshop before it released all its excess energy in
                                                                an enormous explosion and returned to its original size.

                                                                the weird must make a DC 12 Dexterity saving throw, taking 28
                                                                (8d6) fire damage on a failed save, or half as much damage on
              Medium elemental, chaotic neutral
                                                                a successful one. The explosion ignites flammable objects in
                                                                the area that aren't being worn or carried. The weird's size then
              Armor Class 13                                    becomes Medium.
              Hit Points 45 (7d8 + 14)
              Speed 40 ft., swim 60 ft.                         Form of  Fire and Water. The weird can move through a space
                                                                as narrow as 1 inch wide without squeezing. In addition, the
                STR     DEX    CON     INT    WIS    CHA        weird can enter a hostile creature's space and stop there. The
               16 (+3)   16 (+3)   15 (+2)   s  (-3)   10 (+O )   7 (-2)   first time the weird enters another creature's space on a turn,
                                                                that creature takes 5 (ldlO) fire damage and catches fire; until
              Damage Resistances cold, fire; bludgeoning, piercing, and   someone takes an action to douse the fire, the burning creature
               slashing from  nonmagical attacks                takes S (ldl  0) fire damage at the start of  each of  its turns.
              Damage Immunities poison
              Condition Immunities exhaustion, grappled, paralyzed,   Heated Body. A creature that touches the weird or hits it
               petrified, poisoned, prone, restrained, unconscious   with a melee attack while within S feet of it takes 5 (1 dlO)
              Senses darkvision 60 ft., passive Perception 10   fire damage.
              Languages Draconic
              Challenge 4 (l,100 XP)                            Illumination. The weird sheds bright light in a 30-foot radius
                                                                and dim light for an additional 30 feet.
              Feed on Fire.  If the weird takes fire damage from a spell or
              other magical effect, its size increases by one category.  If there   ACTION S
              isn't enough room for the weird to increase in size, it attains   Slam. Melee Weapon Attack: +5 to hit, reach S ft., one target.
              the maximum size possible in the space available. While the   Hit: 7 (ld8 + 3)  bludgeoning damage plus 7 (2d6) fire damage,
              weird is Large or bigger, it makes Strength checks and saving   or 11  (2d8 + 3) bludgeoning damage plus 14 (4d6) fire damage
              throws with advantage.                            if the weird is  L arge or bigger.
               If the weird starts its turn at Gargantuan size, the weird re-
              leases energy in an explosion. Each creature within 30 feet of



                                                                                     lH\lrt~
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