Page 218 - Guildmasters' Guide to Ravnica
P. 218

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             SIMIC HYBRIDS
             The Guardian Project is a consequence of increasing
             tension within the Simic Combine as the threat of inter-
             guild conAict looms. Believing that the Simic must be
             prepared to fight for their lives when that conflict comes
             to a head, biomancers have created soldiers to help
             defend the guild. These hybrids (also called guardians,
             after the name of the project) are created from human,
             vedalken, and elf guild members who volunteer to be
             transformed.


             HYBRID BRUTE
             Medium humanoid (Simic hybrid), neutral good
             Armor Class 18 (natural armor)
             Hit Points 52 (8d8 + 16)
             Speed 30 ft.

                STR    DEX    CON     INT     WIS    CHA
               18 (+4)   11  (+O)   15 (+2)   8 (-1)   11  (+O)   9 (-1)

             Senses passive Perception 10
              Languages Common plus any one language
             Challenge 2 (450 XP)

             Amphibious. The hybrid can breathe air and water.   HYBRID POISONER
                                                                Medium humanoid (Simic hybrid). neutral good
             A CTIO N S
                                                                Armor Class 14
              Multiattack. The hybrid makes two claw attacks.
                                                                Hit Points 26 (4d8 + 8)
             Claw. Melee Weapon Attack: +6 to hit, reach  5 ft., one target.   Speed 40 ft.
              Hit:  7 (ld6 + 4)  slashing damage.
                                                                  STR    DEX     CON     INT    WIS    CHA
                                                                 12 (+l)   19 (+4)   14 (+2)   12 (+1)   13 (+l)   12 (+l )
             HYBRID FLIER                                       Saving Throws Dex +6, Con +4
             Medium humanoid (Simic hybrid), neutral good       Skills Athletics +3, Perception +3, Stealth +6
                                                                Damage Immunities poison
             Armor Class 13                                     Condition Immunities poisoned
             Hit Points 39  (6d8 + 12)                          Senses darkvision 30 ft., passive Perception 13
             Speed 30 ft., fly 40 ft.                           Languages Common plus any one language
                                                                Challenge l  (200 XP)
                STR    DEX    CON     INT    WIS     CHA
               12 (+l)   16 (+3)   14 (+2)   11  (+O)   10 (+O)   11 (+O)   Assassinate. During its first turn, the hybrid poisoner has ad-
                                                                vantage on attack rolls against any creature that hasn't taken a
             Damage Resistances acid                            turn. Any hit the hybrid scores against a surprised creature is a
             Senses passive Perception 10                       critical hit.
             Languages Common plus any one language             Poisonous Skin. Any creature that touches the hybrid or hits it
             Challenge 2 (450 XP)
                                                                with a melee attack while within 5 feet of  it takes 3 (ld6) poi-
                                                                son damage.
             ACTION S
             Multiattack. The hybrid makes two javelin attacks. It can re-  A CTIONS
             place one javelin attack with Spit Acid.           Toxic Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one
                                                                target. Hit:  7 (2d6) bludgeoning damage, and the target must
             javelin. Melee or Ranged Weapon Attack: +5 to hit, reach  5 ft. or
                                                                succeed on a DC 12 Constitution saving throw or become poi-
             range 30/120 ft., one target. Hit:  6 (ld6 + 3)  piercing damage.
                                                                soned for l  minute. At the end of  each of  the poisoned target's
             Spit Acid. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one   turns, it must repeat the save, taking 3 (ld6) poison damage on
             target. Hit:  10 (4d4) acid damage.                a failed save, or ending the effect on itself  on a successful one.



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