Page 233 - Guildmasters' Guide to Ravnica
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DIMIR NPCs                                         merchant to deceive a passing noble. His true form
                                                              might be that of a doppelganger or some other creature;
           The Dimir are a collection of individual agents and
                                                              no one has ever seen it.
           secretive cells woven subtly throughout the fabric of
                                                                    1
           Ravnica and across all the guilds. Dimir agents excel at   LAZAV S TRAITS
           information gathering, covert operations, and assassina-  Ideal: "Knowledge. To know a thing is to have
           tion. They collect secrets, relay intelligence, and sow dis-  power over it."                               ..
           cord- all in obedience to the sometimes cryptic orders   Bond: "When the time is right and my plans have come
           of their mysterious leaders.                        to fruition, all ofRavnica will be mine."
             The Dimir NPCs table summarizes key roles within   Flaw: "I can't trust anyone."
           House Dimir. Statistics for these NPCs are found in the
           Monster Manual unless the table states otherwise.   M IND  MAGE
                                                             Dimir mind mages are among the most feared spell-
           D1M 1R NPCs
                                                             casters in Ravnica, thanks in large part to the aura of
            Role             Appropriate Stat Block          mystery that shrouds them and their work. Their ability
            Dimir spy        Spy or thought spy*             to read and alter memories commands respect from the
            Duskmantle assassin  Assassin                    other members of House Dimir and makes them useful
            Mind mage        Mind  mage '  1                 in the full spectrum of the guild's activities. Many mind
                                                             mages lead cells of their own.
           *Appears in this chapter
                                                             THOUGHT SPY
           L AZAV THE  FACELESS
                                                             Thought spies form the backbone of House Dimir's
           Lazav is uniquely qualified to be the Dimir guildmas-
                                                             covert operations. They are trained in stealth and infil-
           ter: he is a shapechanger whose mysterious genius is
                                                             tration, tactics that they supplement with rigorously de-
           informed by agents from the entire Dimir network. He
                                                             veloped mental abilities. To ensure that no secrets slip
           takes on a tremendous variety of guises as his needs
                                                             through Dimir's fingers, they infiltrate rival guilds. In
           and plans require. He might step out into the Ravnican
                                                             addition to traditional means of gathering intelligence,
           streets as an elderly widow to eavesdrop at the bazaar,
                                                             thought spies use their magic to spy on the thoughts of
           become a vedalken hussar of the Azorius Senate to   their targets.
           sidestep a checkpoint, or transform into a Tin Street
           LAZAV                                             Shapechanger Savant.  Lazav can use a bonus action to poly-
           Medium monstrosity (shapechanger), neutral evil   morph into a Small or Medium  humanoid he has seen. His
                                                             statistics, other than his size, are the same in each form. Any
                                                             equipment he is wearing or carrying isn't transformed.
           Armor Class 18 (natural armor)
           Hit Points 204 {24d8 + 96)                        Psychic Defenses. Unless Lazav is incapacitated, he is immune
           Speed 40 ft.                                      to magic that allows other creatures to read his thoughts, de·
                                                             termine whether he is lying, know his alignment, or know his
             STR     DEX    CON     INT    WIS    CHA        creature type. Creatures can telepathically communicate with
            16 (+3)   24 {+7)   18 {+4)   22 (+6)   20 (+S)   22  (+6)
                                                             Lazav only ifhe allows it.
           Saving Throws Dex +13,  Int +1 2, Wis +11, Cha +12   A CT IONS
           Skills Deception + 18, Insight+ 11,  Perception + 11, Stealth + 19
           Damage Resistances necrotic, psychic              Multiattack.  Lazav makes three shortsword attacks.
           Damage Immunities poison                          Shortsword. Melee Weapon Attack: +13 to hit, reach S ft., one
           Condition Immunities charmed, frightened, poisoned   target. Hit: 10 {ld6 + 7)  piercing damage plus 10 (3d6)  psychic
           Senses darkvision 120 ft.,  passive Perception 21   damage, and the target has disadvantage on the next attack roll
           Languages Common, thieves' cant                   it makes before Lazav's next turn.
           Challenge 17 (18,000 XP)
                                                             LEG ENDARY ACTI ONS
           Elusive.  No attack roll has advantage against Lazav unless he is
                                                             Lazav can take 3 legendary actions, choosing from the options
           incapacitated.
                                                             below. Only one legendary action option can be used at a time
           Innate Spellcasting. Lazav's innate spellcasting ability is Intel-  and only at the end of another creature's turn. Lazav regains
           ligence (spell  save DC 20).  He can innately cast the following   spent legendary actions at the start of his turn.
           spells, requiring no material components:
                                                             Attack. Lazav makes a weapon attack.
           At will: detect thoughts, encode thoughts (see chapter 2).free-  Cast a Spell (Costs 2 Actions). Lazav casts one of his in-
            dom of movement, vicious mockery (4d4 psychic damage)   nate spells.
           3/day each: blur, confusion, mirror image         Shifting Nightmare (Costs 3 Actions). Lazav rapidly takes the
           l/day each: modify memory, Rory's telepathic bond   form of several nightmarish creatures, lashing out at all
                                                              nearby. Each creature within 10 feet of Lazav must succeed
           Legendary Resistance (3/Day). If Lazav fails a saving throw, he   on a DC 21  Dexterity saving throw or take 18 (4d8)  damage of
           can choose to succeed instead.
                                                              a type chosen by Lazav: acid, cold, fire,  lightning, or necrotic.


           CHAPTl.R 6   FRlf.,DS  \Sil FOES
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