Page 243 - Guildmasters' Guide to Ravnica
P. 243
COSMOTRONIC BLASTSEEKER for a spell, it can reroll up to four dice of damage. It must use
the new dice.
Medium humanoid (any race), chaotic neutral
Innate Spellcasting. The blastseeker's innate spellcasting abil-
Armor Class 15 (chain shirt)
ity is Intelligence (spell save DC 14, +6 to hit with spell attacks).
Hit Points 37 (5d8 + 15)
The blastseeker can innately cast the following spells, requiring
Speed 30 ft.
no components other than its lzzet gear, which doesn't func-
tion for others:
STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 16 (+3) 18 (+4) 9 (-1) 12 (+l) 3/day each: scorching ray, shield, thunderwave
2/day: fireball
Saving Throws Dex +4, Con +5
Tides of Chaos (1/Day). The blastseeker makes one attack roll,
Skills Arcana +6, Intimidation +3, Perception +l
ability check, or saving throw with advantage.
Senses passive Perception 11
Languages any one language (usually Common)
ACTIONS
Challenge 4 (1,100 XP)
Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (ld8 + 2) bludgeoning damage, or 7 (ldlO + 2)
Empowered Spell (3/Day). When the blastseeker rolls damage
bludgeoning damage if used with two hands.
COUNTERFLUX BLASTSEEKER 1- 3. The blastseeker creates a 15-foot-radius invisible sphere
centered on itself that lasts until the end of its next turn.
Medium humanoid (any race). chaotic neutral
Creatures in the sphere have disadvantage on saving throws
against spells and other magical effects.
Armor Class 13 (16 with mage armor)
4- 6. The blastseeker creates a 15-foot-radius invisible sphere
Hit Points 39 (6d8 + 12)
Speed 30 ft. centered on itself that lasts until the end of its next turn.
Creatures in the sphere have advantage on saving throws
against spells and other magical effects.
STR DEX CON INT WIS CHA
13 (+l) 16 (+3) 15 (+2) 18 (+4) 11 (+O) 14 (+2) Innate Spellcasting. The blastseeker's innate spellcasting abil-
ity is Intelligence (spell save DC 14, +6 to hit with spell attacks).
Saving Throws Con +4, Wis +2 The blastseeker can innately cast the following spells, requiring
Skills Arcana +6, Perception +2 no components other than its lzzet gear, which doesn't func-
Senses passive Perception 12 tion for others:
Languages Common plus any one language
3/day each: enlarge/reduce, mage armor (self only), scorching ray
Challenge 2 (450 XP)
1 /day each: counterspel/, dispel magic, protection from energy
Counterflux Overcast (Recharge 5-6). The blastseeker can cre-
ACTIONS
ate an additional effect immediately after casting a spell. Roll a
d6 to determine the effect: Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (ld8 + 3) piercing damage.
FLUX BLASTSEEKER 1- 3. The blastseeker teleports, swapping places with a creature
it can see within 30 feet of it.
Medium humanoid (any race), chaotic neutral
4- 6. The blastseeker and each creature within 10 feet of it must
succeed on a DC 16 Constitution saving throw or take 11
Armor Class 12 (15 with mage armor)
(2d10) thunder damage.
Hit Points 55 (10d8 + 10)
Speed 30 ft. Innate Spel/casting. The blastseeker's innate spellcasting abil-
ity is Intelligence (spell save DC 16, +8 to hit with spell attacks).
STR DEX CON INT WIS CHA The blastseeker can innately cast the following spells, requiring
10 (+O) 15 (+2) 12 (+l) 20 (+5) 9 (-1) 14 (+2) no components other than its lzzet gear, which doesn't func-
tion for others:
Saving Throws Dex +5, Int +8
3/day each: mage armor (self only), scorching ray
Skills Arcana +8, Perception +2
1/day each: banishment, cone of cold, dimension door, fire-
Senses passive Perception 12
ball, ice storm
L anguages Common plus any one language
Challenge 5 (1,800 XP)
ACTIONS
Fluxbending Overcast (Recharge 5- 6). The blastseeker can cre- Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one
ate an additional effect immediately after casting a spell. Roll a target. Hit: 3 (ld6) bludgeoning damage, or 4 (ld8) bludgeon-
d6 to determine the effect: ing damage if used with two hands.
CHAl'TE.R fo I RI! ND~ A"IU FOE.S

