Page 240 - Guildmasters' Guide to Ravnica
P. 240

AN  ARCH                                          RUBBLEBELT STALKER
              Small or Medium humanoid (any race), chaotic neutral   Medium humanoid (any race), chaotic neutral
              Armor Class 13 (hide armor)                       Armor Class 14 (piecemeal armor)
              Hit Points 11  (2d8 + 2)                          Hit Points 11  (2d8 + 2)
              Speed 30 ft.                                      Speed 30 ft., climb 30 ft.

                STR     DEX    CON     INT    WIS    CHA          STR     DEX    CON     INT    WIS     CHA
               14 (+2)   13 (+l)   12 (+  1)   9 (-1)   11  (+0)   10 (+0)   10 (+0)   15 (+2)   12 (+l)   10 (+O)   14 (+2)   8 (-1)

              Skills Perception +2, Survival +2                 Skills Athletics +2, Perception +4, Stealth +4
              Senses passive Perception 12                      Senses passive Perception 14
              Languages any one language (usually Common)       Languages any one language (usually Common)
              Challenge 1/4 (50 XP)                             Challenge 1/2 (100 XP)

              Aggressive. As a bonus action, the anarch can move up to its   Ambusher. In the first round of  a combat, the stalker has ad-
              speed toward a hostile creature it can see.       vantage on attack rolls against any creature that hasn't taken
                                                                a turn yet.
              Siege Monster. The anarch deals double damage to objects and
              structures.                                       Nimble Escape. The stalker can take the Disengage or Hide ac-
                                                                tion as a bonus action on each of  its turns.
              ACTION S
                                                                 Ruin Dweller. The stalker has advantage on Dexterity (Stealth)
              Spiked Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one   checks made to hide in ruins, and its speed is not reduced in
              target. Hit: 6 (ld8 + 2) piercing damage, or 7 (ldlO + 2)  pierc·   difficult terrain composed of  rubble.
              ing damage if used with two hands.
                                                                Siege Monster. The stalker deals double damage to objects and
                                                                structures.

              DRUID OF THE OLD WAYS                             ACTION S
              Medium humanoid (any race), chaotic neutral        Multiattack. The stalker makes three attacks with its
                                                                 shortsword.
              Armor Class 14 (hide armor)
              Hit Points 90 (12d8 + 36)                          Shortsword.  Melee Attack: +4 to hit, reach 5 ft., one target. Hit:
              Speed 30 ft.                                       5 (ld6 + 2) piercing damage.

                STR     DEX    CON     INT    WIS     CHA                                               DRUIO  OF THE
               11  (+0)   15  (+2)   16 (+3)   10 (+O)   20  (+5)   14 (+2)
                                                                                                         0LO WAYS
              Saving Throws Dex +5, Con +6, Wis +8
              Skills Nature +3,  Perception +8, Survival +8
              Senses passive Perception 18
              Languages Common, Druidic
              Challenge 7 (2,900 XP)

              Siege Monster. The druid deals double damage to objects and
              structures.
              Speak with Beasts and Plants. The druid can communicate with
              beasts and plants as if  they shared a language.
              Spellcasting. The druid is a 12th-level Gruul spellcaster. Its
              spellcasting ability is Wisdom  (spell save DC 16, +8 to hit with
              spell attacks). It has the following druid spells  prepared:
              Cantrips (at will): druidcraft, produce fire, resistance, thorn whip
               lst level (4 slots): cure wounds.faerie fire, thunderwave
              2nd level (3 slots): beast sense, flame blade, pass without trace
              3rd level (3 slots): conjure animals, dispel magic, plant growth
              4th level (3 slots): dominate beast.freedom of  movement,
                wall of  fire
               5th level (2 slots): commune with nature, conjure elemen-
                tal, scrying
               6th level  (l  slot): transport via plants, wall of  thorns

               ACTIONS
               Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one
               target. Hit: 3 (ld6) bludgeoning damage, or 4 (ld8) bludgeon-
               ing damage if used with two hands.
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