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.
          C'llAJ  nR f>   fkll 1\llS  \ND  I 01 c;
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