Page 237 - Guildmasters' Guide to Ravnica
P. 237
GOLGARI LAI RS
Members of the Golgari Swarm have an intimate con-
nection to their territory. When at least six Golgari
defend their territory together, they can call on the envi-
ronment to aid them. The group must include Jarad Vod
Savo or at least one Golgari shaman, kraul death priest,
undercity medusa, or Devkarin lich. When determining
GOLGARI SHAMAN
the difficulty of such an encounter, consider the lair to
Golgari shamans are the spiritual leaders of the Golgari be one additional creature of challenge rating 1.
Swarm. They teach the guild's beliefs about the cycles of
nature, using their necromantic magic to show how life LAIR ACTIONS
sprouts from death. On initiative count 20 (losing initiative ties). the Golgari
Golgari shamans paint their faces so they appear group takes a lair action, causing one of che follow-
to have extra eyes on their cheeks and chins. They ing effects; the Golgari can't use the same effect rwo
sometimes use magical mood mark paint (described in rounds in a row:
chapter 5) to allow them to communicate by means of
• If the Golgari can see any sewer openings, they can
these marks. They wear clothing adorned with beetle
cause sewage to overflow. Any creature within 20 feet
carapaces, spiderwebs, or shelf fungus.
of such an opening must succeed on a DC 15 Dexter-
ity saving throw or be knocked prone and pushed up
GOLGARI SHAMAN to 20 feet in a straight line away from the opening.
Medium humanoid (elf), neutral evil • Spore-laden fungi release a cloud that fills a
20-foot-radius sphere centered on a point the Golgari
Armor Class 14 (hide armor) choose within 120 feet of any member of the group.
Hit Points 88 (16d8 + 16) The cloud spreads around corners and remains un-
Speed 30 ft.
til one of the Golgari dismisses it as an action, the
Golgari group uses this lair action again, or all the
STR DEX CON INT WIS CHA members of the Golgari group die. The area within
11 (+O) 15 (+2) 12 (+l) 12 (+l) 17 (+3) 16 (+3)
the cloud is lightly obscured. Any creature in the cloud
when it appears must make a DC 15 Constitution sav-
Saving Throws Con +4, Wis +6
ing throw, taking 10 (3d6) poison damage on a failed
Skills Arcana +4, Insight +6, Nature +4, Religion +4
save, or half as much damage on a successful one.
Senses darkvision 60 ft., passive Perception 13
Languages Common, Elvish Any creature that ends its turn in the cloud takes 10
Challenge 5 (l,800 XP) (3d6) poison damage.
• Tendrils of creeping fungi reach out to ensnare
Fey Ancestry. The shaman has advantage on saving throws the enemies of the Golgari. The Golgari choose a
against being charmed, and magic can't put it to sleep. 15-foot-radius sphere centered on a point within 60
feet of any member of the group. Each creature in
Spel/casting. The shaman is an 8th-level Golgari spellcaster.
the area that isn't allied with the Golgari group must
Its spellcasting ability is Wisdom (spell save DC 14, +6 to
succeed on a DC 15 Dexterity saving throw or become
hit with spell attacks). The shaman has the following druid
restrained until the Golgari group uses this lair action
spells prepared:
again, all the members of the group are slain, or no
Cantrips (at will): poison spray, shillelagh, thorn whip member of the group is within 60 feet of the effect. A
lst level (4 slots): cure wounds, entangle, ray of sickness
creature restrained in this way can use an action to
2nd level (3 slots): pass without trace, ray of enfeeblement, make a DC 15 Strength check, ending the restrained
spike growth
effect on itself with a success.
3rd level (3 slots): animate dead, dispel magic, plant growth
4th level (2 slots): blight, giant insect
REGIONAL EFFECTS
A CTIONS The region containing a Golgari lair is infested with
mosses and strange fungi. This habitat accounts for one
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one
or both of the following effects in the surrounding un-
target. Hit: 5 (ld6 + 2) bludgeoning damage, or 6 (ld8 + 2)
dercity (the effects don't spread to the surface):
bludgeoning damage if used with two hands.
Moss, fungi, and other growth covers every under-
Fungal Rot. Melee Spell Attack: +6 to hit, reach 5 ft., one target.
ground surface within half a mile of the lair.
Hit: 9 (2d8) necrotic damage, and the target must make a DC
Fungal spores drifting throughout the lair have the
14 Constitution saving throw, taking 18 (4d8) poison damage
power to animate corpses. Whenever a Small or Me-
on a failed save, or half as much damage on a successful one.
dium humanoid dies within the lair, roll a die. On an
R EACTIONS odd number, the dead creature rises up as a fungus
drudge (use the zombie stat block in the Monster Man-
Feed on Death. When a creature within 30 feet of the shaman
ual) ld8 hours later, unless its body is destroyed.
drops to 0 hit points, the shaman gains 5 (ldlO) temporary
hit points. If all the Golgari in the lair die, the regional effects
fade over ldlO days.
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