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
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