Page 244 - Guildmasters' Guide to Ravnica
P. 244

Mizzix is a goblin galvanic blastseeker who began her lzzet
               career as a lowly attendant. But she quickly earned her a
               place at her own  magical forge with a squadron of  atten-
               dants. Through a combination of  natural talent, calculated
               political moves, and fortunate accidents, Mizzix has now
               risen to the highest position in the lzzet League's court,
               occupying a seat of  the lzmagnus.




















              Medium humanoid (any race), chaotic neutral

              Armor Class 13
              Hit Points 52 (8d8 + 16)
              Speed 30 ft.
                STR     DEX    CON     INT    WIS    CHA
               10 (+O)   17 (+3)   14  (+2)   19 (+4)   10 {+0)   13 (+1)
              Saving Throws Dex +6
              Skills Acrobatics +6, Arcana +7,  Perception +3   Medium humanoid (any race), chaotic neutral
              Damage Resistances lightning, thunder
              Senses passive Perception 13                      Armor Class 16 (breastplate)
              Languages Common and Primordial, plus any one language
              Challenge 5 (1,800 XP)                            Hit Points 11  (2d8 + 2)
                                                                Speed 30 ft.
              Galvanic Overcast (Recharge 5-6). When the blastseeker casts   STR   DEX   CON   INT   WIS   CHA
              lightning bolt or thunderwave, it can roll a die. On an odd num-  13 (+l)   14 (+2)   12 (+1)   10 (+O)   9 (-1)   10 (+0)
              ber, the blastseeker takes 9 (2d8) force damage. On an even
              number, the spell also deals 9 (2d8)  lightning damage to each
                                                                Senses passive Perception 9
              target that fails its saving throw.               Languages any one language (usually Common)
              Heart of  the Storm. When the blastseeker casts lightning bolt   Challenge 1/2 (100 XP)
              or thunderwave, all other creatures within 10 feet of  the blast-
              seeker each take 3 lightning damage.              Explosive Tonic.  When the guard dies, or if it rolls a 1 when
                                                                checking whether its Scorchbringer action recharges, the tank
              Innate Spe/lcasting. The blastseeker's innate spellcasting ability   on its back explodes in a 10-foot radius sphere. Each creature
              is Intelligence (spell save DC 15, +7 to hit with spell attacks).   in that area must make a DC 12 Dexterity saving throw, taking 7
              The blastseeker can innately cast the following spells, requiring   (2d6) fire damage on a failed  save, or half as much damage on
              no components other than its lzzet gear, which doesn't func-  a successful one. The explosion ignites Aammable objects that
              tion for others:                                  aren't being worn or carried, and it destroys the scorchbringer.
              3/day each: levitate, lightning bolt, thunderwave
              1/day: stoneskin                                  ACTION S
                                                                Light Hammer. Melee or Ranged Weapon Attack: +4 to hit,
              Gust-Propelled Leap. The blastseeker can use a bonus action to   reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1  d4 + 2)
              Ay  up to l 0 feet without provoking opportunity attacks.
                                                                bludgeoning damage.
              ACTIONS                                           Scorchbringer (Recharge 4-6). The guard's scorchbringer
              Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or   spouts a stream of  flame in a line that is 30 feet long and 5 feet
              range 20/60 ft., one target. Hit: 3 (ld6) piercing damage, or 4   wide. Each creature in the line must make a DC 12 Dexterity
              (1d8)  piercing damage if used with two hands to make a me-  saving throw, taking 7 (2d6) fire damage on a failed save, or
              lee attack.                                        half  as much damage on a successful one.



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