Giants use their tremendous size and strength to ad- Huge giant, chaotic evil
vance the cause of no less than four guilds. In the Boros
L egion and the Orzhov Syndicate, they are cunning Armor Class 14 (natural armor)
soldiers. The giants of the Cult of Rakdos and the Gruul Hit Points 103 (9d12 + 45)
Clans are no less effective but lack discipline. Speed 40 ft.
BLOODFRAY G IANT STR DEX CON INT WIS CHA
23 (+6) 9 (-1) 20 (+S) 7 (- 2) 8 (- 1) 9 (-1)
Giants in the Cult of Rakdos act as enforcers, bouncers,
and sometimes even pillars, holding the mobile plat- Saving Throws Str +9, Con +8, Wis +2
forms that serve as stages for Rakdos performances. Skills Athletics +9, Perception +2
Like other members of the cult, giants thrill lo the vio- Senses passive Perception 12
lence of those shows. Though they can seem entranced La nguages Giant
by the horror unfolding on the stage. they react quickly
and brutally to any interruption of the performance. Challenge 6 (2,300 XP)
GUARDIAN G IANT A CTIO NS
Most of the giants in the Boros L egion come from a sin- Chain. Melee Weapon Attack: +9 to hit, reach 20 ft., one tar·
gle clan, the Skorskal , that has long been at odds with get. Hit: 16 (3d6 + 6) bludgeoning damage. If the target is a
the Gruul Clans. These giants are guard s and gatekeep- creature, it is grappled (escape DC 17). Until the grapple ends,
ers, well represented in the Sun home Guard, as well as the target is restrained, and the giant can't use th is attack on
powerful muscle supporting Boros missions. anyone else.
Giants of the Skorskal clan are often assigned to Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one
protect Boros garrisons and forts throughout Ravnica. target. Hit: 16 (3d6 + 6) bludgeoning damage.
They are excellent sentinels. keen-eyed and vigilant, and
ser ve as living walls to protect smaller soldiers fighting R EACTI ONS
alongside them. Skorskal giants look much like enor-
mous humans with huge muscles and comparatively Furious Defe nse. After a creature the giant can see is dealt dam-
small heads.
age by a foe within 20 feet of the giant, the giant makes a chain
:ZOO c;H\l'li;R(; l'RIE-.:nSANDFOI
ORZHOV GIANT GUARDIAN GIANT
A few giants j oin the ranks of t he Or zhov Syndicate and Huge giant, lawful neutral
serve as guards, executioners, and thugs- t he muscle
of the gu ild. The presence of Orzhov giants in markets Armor Class 19 (half plate, shield)
and streets serves as an effective reminder for busi ness Hit Points 137 (lldl2 + 66)
owners to keep their payments up to date. Speed 40 ft.
SUNDER SHAMAN STR DEX CON INT WIS CHA
24 (+7) 17 (+3) 22 (+6) 10 (+O) 18 (+4) 12 (+l)
Gruul sunder shamans are angry giants that channel
their rage into brutal attacks that deal overwhelming Saving Throws Dex +6, Wis +7
damage to foes and structures alike. Skills Insight +7, Perception +10
Senses passive Perception 20
These shamans sometimes lead hill giants and stone Languages Common, Giant
giants that also live among the Gr uul Clans. T hey are Challenge 8 (3,900 XP)
occasionally joined by cyclopes, ettins, fomorians, and
ogres. Like the rest of the Gruul, they hate the urban Vigilant. The giant can't be surprised.
development that encroaches on the wilds where they
once lived- not least because they have so much diffi- ACTIONS
culty fitting inside the small structures. They delight in Multiattack. The giant makes three spear attacks.
destroying such edifices, and in the heat of their rage,
they walk through buildings, trample people underfoot, Spear. Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft.
and generally cause as much chaos as possible. They of- or range 60/240 ft., one target. Hit: 17 (3d6 + 7) piercing dam-
ten armor themselves with pieces of bu ild ings and wield age, or 20 (3d8 + 7) piercing damage if used with two hands to
columns or other architectural elements as clubs. make a melee attack.
REACTIONS
Protection. When an attacker the giant can see makes an attack
roll against a creature within l 0 feet of the giant, the giant can
impose disadvantage on the attack roll.
CH \Pl l R 6 fRI~ NIJS ·\ND f(ll-S 201
Large giant, lawful evil Huge giant, chaotic neutral
Armor Class 18 (plate) Armor Class 20 (stone armor)
Hit Points 84 (8d10 + 40) Hit Points 138 (12d12 + 60>
Speed 40 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 13 (+1) 21 (+5) 12 (+1) 13 (+1) 8 (- 1) 23 (+6> 15 (+2) 21 (+5) 10 (+O) 12 (+l) 9 (-1)
Saving Throws Dex +4, Con +8, Wis +4 Saving Throws Dex +6, Con +9, Wis +5
Senses darkv ision 60 ft., passive Perception 11 Skills Athletics +10, Perception +5
Languages Common, Giant Senses darkvisio n 60 ft., passive Pe rception l S
Challenge 6 (2,300 XP) Languages Giant
Challenge 10 (5,900 XP)
Focus. As a bonus action, the giant can target a creature it can
see within 30 feet of it and ma ke that creature its focus. The Reckless. At the start of its turn, the giant can gain advantage
target remains the giant's focus for l minute, or until either the on all melee weapon attack rolls it makes during that turn,
target or the giant drops to 0 hit points. but attack rolls against it have advantage until the start of its
next turn.
When the giant makes an attack roll against its focus, it adds
a d4 to its attack roll. If the giant attacks a different target while Siege Monster. The giant deals double damage to objects and
it has a focus, it subtracts a d4 from its attack roll. structures.
A CTIONS Stone Camouflage. The giant has advantage on Dexterity
(Stealth) checks made to hide in rocky terrain.
Multiattack. The giant makes two greataxe attacks.
A CTI O NS
Creataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 25 (3dl2 + 6) slashing damage. If the Orzhov giant Multiattack. The giant makes two slam attacks. The first of
scores a critical hit, it rolls the damage dice three times, in· those attac ks that hits deals an extra 18 (4d8) damage if the
stead of twice. giant has taken damage since its last turn.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
target. Hit: 28 (4dl0 + 6) bludgeoning damage. Hit: 24 (4d8 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one
target. Hit: 28 (4dl0 + 6) bludgeoning damage. Ifthe target is a
creature, it must succeed on a DC 18 Strength saving throw or
be knocked prone.
:l02 ll!Al'lk:R6 IRHNl>~A~nFOES
HORRORS FLYING HORROR
Terrifying evils stalk, Hy, and scuttle in the dark corners Medium aberration, neutral evil
of Ravnica, from the depths of the undercity to the black-
est parts of the night sky. Collectively, these creatures Armor Class 16 (natural armor)
are called horrors-a variety of things that lurk in the
dark and embody the deepest fears of Ravnica's people. Hit Points 49 (9d8 + 9)
All a re evil creatures with dim reason and preternatu- Speed 30 ft., fly 60 ft.
ral cunning.
STR DEX CON INT WIS CHA
At least three guilds have been known to compel 9 (-1) 20 (+5) 12 (+l) 2 (- 4) 15 (+2) 16 (+3)
horrors into service. For House Oimir, horrors spread
fear and despair in the citizenry and carry out assassi- Skills Perception +4, Stealth +7
nations or kidnappings against well-protected targets. Damage Vulnerabilities radiant
For the Cult of Rakdos, horrors are s imply one more Condition Immunities frightened
weapon in an arsenal of terrifying and shock-inspiring Senses darkvision 120 ft., passive Perception 14
creatures that might appear on stage. For the Golgari Languages -
S warm, horrors scavenge the sewers and protect the Challenge 3 (700 XP)
guild's territory.
Fear Frenzy. The horror has advantage on attack rolls against
House Dimir uses all three base kinds of horrors. The frightened creatures.
Cult of Rakdos prefers shadow horrors, and the Golgari
Swarm uses skittering horrors. Sunlight Sensitivity. While in sunlight, the horror has disadvan-
tage on attack rolls and on Wisdom (Perception) checks that
H ORRORS AND MADNESS rely on sight.
Horrors on Ravnica are terror and madness personified. ACTION S
You can represent this reality by using the madness
rules in the Dungeon Master's Guide. Claws. Melee Weapon Attack: +7 to hit, reach S ft., one target.
Hit: 8 (ld6 + S) slashing damage plus 14 (4d6) psychic damage.
Whenever a character fails a saving throw against the
flying horror's Frightening Screech, the shadow hor- Frightening Screech (Recharge 5-6). The horror screeches.
ror's claw attack, or the skittering horror's Maddening Each creature within 30 feet of it that can hear it must succeed
Presence, note that fact. At the e nd of the encounter, on a DC 13 Wisdo m saving throw or be frightened of it for l
have each character who failed at least one of those minute. The frightened creature can repeat the saving throw
saving throws make a DC 13 Wisdom saving throw. On at the end of each of its turns, ending the effect on itselfon a
a successful save, nothing happens. On a failed save, a success. Ifa creature's saving throw is successful or the effect
character gains a form of madness from the Dungeon ends for it, the creature is immune to the horror's Frightening
Master's Guide, with the severity depending on how Screech for the next 24 hours.
many of the saving throws that character failed during
the encounter, as shown on the Madness Severity table.
MADNE SS SEVER ITY
Failed Saves Madness
ro st.:H\PTFR G lRll~D'> ~:-;[) 20'j
CUSTOMIZING A HORROR SECONDARY FEATURES
Horrors share some common body types but vary wildly d4 Feature
in other characteristics. A particular horror's form Grasping Tendrils. The horror has four tendrils. Each
might incorporate elements that resemble fiendish, tendril can be attacked (AC 12, 10 hit points). Destroy·
insectile, or reptilian features. To customize a horror, ing one deals no damage to the horror.
choose a base creature (flying horror, shadow horror, As a bonus action, the horror can target one creature
or skittering horror), then roll once on the Primary Fea- it can see within 10 feet of it. The target must succeed
tures table and once on the Secondary Features table on a Dexterity saving throw or be grappled by the hor-
(or choose an option from each table). Add those fea- ror. The DC of the saving throw and the DC to escape
tures to the base creature. the grapple are the same: 9 for the flying horror, 13 for
the shadow horror, and 19 for the skittering horror. Until
PRIMARY FEATURES the grapple ends, the horror can't use the same tendril
to grapple another target.
d4 Feature
2 Indomitable Mind. The horror is immune to the
Avoidance. If the horror is subjected to an effect that al· charmed condition.
lows it to make a saving throw to take only half damage,
it instead takes no damage if it succeeds on the saving 3 Keen Senses. The horror has advantage on Wisdom
throw, and only half damage if it fa ils. (Perception) checks that rely on sight, sound, or smell.
2 Damage Resistances. The horror has resistance to ne-
crotic and psychic damage. 4 Mind Sight. Magical darkness doesn't impede the hor·
3 Innate Spe/lcasting. The ho rror's innate spellcasting ror's darkvision.
ability is Charisma (spell save DC 13 for flying horror,
DC 16 for shadow horror, and DC 17 for skittering hor-
ror). It can innately cast the following spells, requiring
no material components:
3/day: darkness
1/day each:fear (shadow horror and skittering horror
only), phantasmal killer (skittering horror only)
Psychic Rebuke. When the horror takes damage from
a melee attack, it can use its reaction to emit psychic
energy within a 5-foot radius. Each creature in that area
takes 3 (1 d6) psychic damage (flying horror), 7 (2d6)
psychic damage (shadow horror), or 10 (3d6) psychic
damage (skittering horror).
Large aberration, neutral evil
Armor Class 13
Hit Points 120 (l6dl0 + 32)
Speed 40 ft.
STR DEX CON INT WIS CHA Huge aberration, neutral evil
12 (+l) 16 (+3) 14 (+2) 2 (- 4) 17 (+3) 18 (+4)
Skills Perception +7, Stealth +11 Armor Class 17 (natural armor)
Damage Vulnerabilities radiant Hit Points 228 (24dl2 + 72)
Condition Immunities frightened Speed 40 ft ., climb 40 ft.
Senses darkvision 120 ft., passive Perception 17
STR DEX CON INT WIS CHA
languages - 22 (+6) 16 (+3) 17 (+3) 2 (-4) 14 (+2) 18 (+4)
Challenge 9 (5,000 XP)
Incorporeal Movement. The horror can move through other Skills Perception +7, Stealth +8
Damage Vulnerabilities radiant
creatures and objects as if they were difficult terrain. It takes S Condition Immunities frightened
(l dlO) force damage if it ends its turn inside an object. Senses darkvision 120 ft., passive Perception 17
Languages -
Shadow Stealth. While in dim light or darkness, the horror can Challenge 15 (13,000 XP)
take the Hide action as a bonus action. Spider Climb. The horror can climb difficult surfaces, includ-
Shadow Stride. As a bonus action, the horror can step into a ing upside down on ceilings, without needing to make an
ability check.
shadow within S feet of it and magically appear in an unoccu-
pied space within S feet of a second shadow that is up to 60 Sunlight Sensitivity. While in sunlight, the horror has disadvan-
feet away. Both shadows must be cast by a Small or larger crea-
ture or object. tage on attack rolls and on Wisdom (Perception) checks that
rely on sight.
Sunlight Sensitivity. While in sunlight, the horror has d isadvan-
ACTIONS
tage on attack rolls and on Wisdom (Perception) checks that Multiattack. The horror can use its Maddening Presence and
rely on sight. make three attacks: one with its bite and two with its claws.
ACTIONS Bite. Melee Weapon Atiack: +11 to hit, reach 10 ft., one target.
Multiattack. The horror makes three attacks: one with its bite Hit: 28 (4dl0 + 6) piercing damage.
and two with its claws.
Claws. Melee Weapon Attack: +11 to hit, reach 10 ft.. one target.
Bite. Melee Weapon Attack: +7 to hit, reach S ft., one target . Hit: Hit: 24 (4d8 + 6) slashing damage.
21 (4d8 + 3) piercing damage. Maddening Presence. The horror targets one creature it can
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. see within 30 feet of it. If the target can see or hear the horror,
Hit: 13 (3d6 + 3) sla shing damage, and the target must succeed the target must make a DC 17 Wisdom saving throw. On a
failed saving throw, the target becomes paralyzed until the end
on a DC 16 Wisdom saving throw or be frightened of the horror of its next turn. If a creature 's saving throw is successful, the
until the end of the target's next turn. creature is immune to the horror's Maddening Presence for the
next 24 hours.
Lashing Shadows (Recharge 5-6). Each creature within 60 feet
of the horror, except other horrors, must succeed on a DC 16
Dexterity saving throw or take 27 (6d8) necrotic damage.
I N DENT U RED SPIRIT INDENTURED SPIRIT
Those who die with unpaid debts to the Orzhov Syndi- Medium undead, any alignment
cate don't get a repri eve. Instead, their spi rits serve the
syndicate until they have worked off their obligation. Armor Class 11
Sometimes that means existing as an indentured spirit Hit Points 13 (3d8)
for years or even millennia. Speed 0 ft., Ay 40 ft. (hover)
An indentured spirit is an incorporeal being draped STR DEX CON INT WIS CHA
in ghostly black rob es and a hood that hides whatever 13 (+1) 10 (+O) 10 (+O) 12 (+l) 11 (+O)
face it might have. Chains are hung around its chest and 7 (- 2)
arms as a perpetual marker of its servitude.
Damage Resistances acid, fire, lightning, thunder; bludgeoning,
0RZHOV SPI RITS piercing, and slashing from nonmagical attacks
For the members ofthe Orzhov Syndicate, life as a spirit Damage Immunities cold, necrotic, poison
after death can be a gift, or it can mean everlasting servi· Condition Immunities charmed, exhaustion, frightened,
tude. The process ofseparating the soul from the body is
often willingly undergone by the heads of the oldest and grappled, paralyzed, petrified, poisoned, prone, restrained
most respected families ofthe Orzhov oligarchy, resulting Senses passive Perception 11
in pampered spirits that think they can spend the rest Languages the languages it knew in life
ofeternity enjoying the spoils of their decadence. These Challenge l (200 XP)
spirits begin their undead existence as ghosts and use the
ghost stat block in the Monster Manual. Over time, how- Incorporeal Movement. The spirit can move through other
ever, they tend to shed the nuances of their personalities creatures and objects as if they were difficult terrain. It takes 5
and become caricatures of their living selves, often turning (ldlO) force damage if it ends its turn inside an object.
into specters, as described in the Monster Manual.
ACTION S
Withering Touch. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 10 (3d6) necrotic damage.
20fi CllAl'l'l R fi I I'll Nl)S \NI> I OfS
Medium elemental, chaotic neutral lZZET WEIRDS
Armor Class 13 Weirds are the products of Izzet League experiments
Hit Points 45 (7d8 + 14) intended to combine two opposing elemental types in
Speed 40 ft. , swim 60 ft. the hope of creating elementals that were more stable
than the norm and easier to control. As commonly
STR DEX CON INT WIS CHA happens with lzzet experiments, the outcome was the
s16 (+3) 16 (+3) 15 (+2) exact opposite. Weirds a re even wilder a nd more un pre-
(-3) 10 (+O) 7 (-2) dictable tha n elementals of either of their component
elements. Nevertheless, they can make potent guardian
Damage Resistances cold, fire; bludgeoning, piercing, and creatures and can be urged into fighting on behalf of
slashing from nonmagical attacks their creators.
Damage Immunities poison Eleme.ntal Nature. An lzzet weird doesn't require air,
Condition Immunities exhaustion, grappled, paralyzed, food, drink, or sleep.
petrified , poisoned, prone, restrained, unconscious BLISTERCOIL WEIRD
Senses darkvision 60 ft., passive Perceptio n 10
Languages Draconic A blistercoil weird is an a nthropomorphic brute formed
Challenge 4 (l ,100 XP) from water and molten rock. It absorbs energy from
magical fi re, causing its oozelike body to increase in
Feed on Fire. Ifthe weird takes fire damage from a spell or size. During one disastrous experiment, Izzet research-
other magical effect, its size increases by one category. If there ers observed a blistercoil weird expanding to fi ll a six·
isn't enough room for the weird to increase in size, it attains story works hop before it released all its excess energy in
the maximum size possible in the space available. While the an enormous explosion and returned to its origina l s ize.
weird is Large or bigger, it makes Strength checks and saving
the weird must make a DC 12 Dexterity saving throw, taking 28
throws with advantage. (8d6) fire damage on a failed save, or half as much damage on
Ifthe weird starts its turn at Gargantuan size, the weird re- a successful one. The explosion ignites flammable objects in
the area that aren't being worn or carried. The weird's size then
leases energy in an explosion. Each creature within 30 feet of becomes Medium.
Form of Fire and Water. The weird can move through a space
as narrow as 1 inch wide without squeezing. In addition, the
weird can enter a hostile creature's space and stop there. The
fi rst time the weird enters another creature's space on a turn,
that creature takes 5 (ldlO) fire damage and catches fire; until
someone takes an action to douse the fi re, the burning creature
takes S (ldl 0) fire damage at the star t ofeach of its turns.
Heated Body. A creature that touches the weird or hits it
with a melee attack while within S feet of it takes 5 (1 dlO)
fire damage.
Illumination. The weird sheds bright light in a 30-foot radius
and dim light for an additional 30 feet.
Slam. Melee Weapon Attack: +5 to hit, reach S ft., one target.
Hit: 7 (ld8 + 3) bludgeoning damage plus 7 (2d6) fire damage,
or 11 (2d8 + 3) bludgeoning damage plus 14 (4d6) fire damage
if the weird is Large or bigger.