Page 240 - Guildmasters' Guide to Ravnica
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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.

