Page 210 - Guildmasters' Guide to Ravnica
P. 210
GALVANICE WEIRD
Medium elemental, chaotic neutral
Armor Class 12 (natural armor)
Hit Points 22 (3d8 + 9)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 10 (+O ) 17 (+3) 3 (- 4) 10 (+O) 5 (- 3)
Damage Resistances cold, lightning; bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages -
Challenge 1 (200 XP)
Death Burst. When the galvanice weird dies, it explodes in a
burst of ice and lightning. Each creature within 10 feet of the ex·
ploding weird must make a DC 13 Dexterity saving throw, tak-
ing 7 (2d6) lightning damage on a failed save, or half as much GALVANICE WEIRD
damage on a successful one.
GaJvanice weirds seem to be the epitome of weird
technology. Indeed, they serve willingly, with cheerful
ACTIONS
stupidity, as guardians and laborers in lzzet workshops.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. They combine a rigid body of elemental ice with a core
Hit: 5 (ld6 + 2) bludgeoning damage plus 5 (2d4) lightning
damage. If the target is a creature, it must succeed on a DC 13 of lightning that animates them. If a galvanice weird
Constitution saving throw or lose the ability to use reactions is destroyed, the ice shatters and lightning crackles
until the start of the weird's next turn. outward in a dangerous explosion. Still, most Izzet re-
searchers find that their usefulness outweighs this risk.
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