{
	"monsterFluff": [
		{
			"name": "Anarch",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The rank-and-file members of the Gruul Clans, called anarchs, despise civilization and have sworn to tear down both its physical structures and its institutions. Anarchs scavenge everything, from the hide armor they wear to the weapons they wield. As they pick through the refuse of the rubblebelts, they sometimes come across magic items and other valuable treasures."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Anarch.jpg"
					}
				}
			]
		},
		{
			"name": "Archon of the Triumvirate",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Archons are enigmatic, supernatural embodiments of the harshest aspects of law and order. They espouse a rigid sense of justice and deal ruthless punishment to those who break the law. This nature often aligns them with the Azorius Senate, and they are commonly seen circling above the Azorius guildhall astride their winged felidar mounts, soaring alongside griffon-mounted hussars.",
										"An archon appears as an armored humanoid figure, nearly always mounted. Its face is usually shadowed beneath a large hood; those who have seen beneath the hood describe a face of celestial beauty with a stern expression and blank white eyes.",
										{
											"name": "Eternal Riders",
											"type": "entries",
											"entries": [
												"The bond between an archon and its winged felidar mount is so close that the two are sometimes considered a single being, acting with a single mind. If an archon is ever thrown from its saddle, it can magically return to its place astride its mount in an instant."
											]
										},
										{
											"name": "Immortal Nature",
											"type": "entries",
											"entries": [
												"An archon doesn't require food, drink, or sleep."
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Archon of the Triumvirate.jpg"
					}
				}
			]
		},
		{
			"name": "Arclight Phoenix",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"An arclight phoenix is variously said to be a byproduct of a lightning strike on an aviary, a mishap in an effort to create a translocation device, or a successful attempt to create an elemental creature in the form of a majestic bird.",
										"Whatever its origin, an arclight phoenix looks like a bird of prey formed entirely of electrical energy. Lightning fans out behind it as it bolts from place to place through the sky, making up in speed what it lacks in grace and majesty. It seems happiest during natural thunderstorms, as it darts among the clouds, gliding alongside thunderbolts.",
										{
											"name": "Elemental Nature",
											"type": "entries",
											"entries": [
												"An arclight phoenix doesn't require air, food, drink, or sleep."
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Arclight Phoenix.jpg"
					}
				}
			]
		},
		{
			"name": "Aurelia",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The angel Aurelia leads the Boros Legion. During the years of her leadership, she has shown a strong appreciation for the ordinary citizens who are often caught in the middle of interguild violence.",
										"True justice, Aurelia argues, isn't merely the enforcement of the letter of existing laws (let the Azorius fret over that), but the establishment of equitable and compassionate relationships among all of Ravnica's people. That means protecting the weak from the depredations of the strong, sheltering the innocents who are threatened by war, and ensuring that enforcement of the law doesn't become oppressive. Aurelia actively supports efforts to establish a lasting peace among the guilds in the absence of the Guildpact.",
										"Aurelia prefers to lead the Boros Legion from the front. She brings swift and unrelenting punishment to the wicked, and her temper is legendary.",
										{
											"name": "Immortal Nature",
											"type": "entries",
											"entries": [
												"Aurelia doesn't require food, drink, or sleep."
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Aurelia.jpg"
					}
				}
			]
		},
		{
			"name": "Battleforce Angel",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Battleforce angels are the radiant hosts that soar into combat, bathed in the light of Boros zeal. They lead companies of mortal soldiers from above or fly ahead of roc-mounted skyknights. They don't shy away from the blood, pain, and confusion of combat; rather, they immerse themselves in the shifting tides of battle. Only by wading into the battle can they fulfill their responsibility to carry out the commands of the warleaders by adapting their tactics to the shifting situation on the ground."
									]
								},
								{
									"type": "entries",
									"name": "Boros Angels",
									"entries": [
										"Angels of the Boros Legion view themselves as the embodiments of what their creator intended. They are fierce warriors devoted to justice and dedicated to protecting the weak against evil and oppression. They are commanders, advisors, strategists, and soldiers. Their presence in battle inspires the mortal soldiers of the legion with righteous zeal.",
										"Most Boros soldiers assume that angels are paragons of goodness, wisdom, and mercy. The reality is that angels aren't immune to the temptations of corruption, and the necessities of political machination can compromise the best of them.",
										{
											"name": "Warleaders",
											"type": "entries",
											"entries": [
												"The wisest, most visionary angels are responsible for forming and implementing the military strategy of the Boros Legion. Since they are immortal, their plans might span centuries, and they have been known to accept decades of losses as a reasonable cost for a more significant victory many years later. These warleaders have the statistics of planetars or solars (as presented in the Monster Manual), but their appearance is similar to other Boros angels."
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Battleforce Angel.jpg"
					}
				}
			]
		},
		{
			"name": "Biomancer",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Nearly all the innovation and advancement in Simic bioengineering comes from the work of biomancers. Specialists in hybridizing and altering creatures through a mixture of science and magic, they have spawned countless hybrids and krasis in search of the perfect union between nature and civilization."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Biomancer.jpg"
					}
				}
			]
		},
		{
			"name": "Blistercoil Weird",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"A blistercoil weird is an anthropomorphic brute formed from water and molten rock. It absorbs energy from magical fire, causing its oozelike body to increase in size. During one disastrous experiment, Izzet researchers observed a blistercoil weird expanding to fill a six-story workshop before it released all its excess energy in an enormous explosion and returned to its original size."
									]
								},
								{
									"type": "entries",
									"name": "Izzet Weirds",
									"entries": [
										"Weirds are the products of Izzet League experiments intended to combine two opposing elemental types in the hope of creating elementals that were more stable than the norm and easier to control. As commonly happens with Izzet experiments, the outcome was the exact opposite. Weirds are even wilder and more unpredictable than elementals of either of their component elements. Nevertheless, they can make potent guardian creatures and can be urged into fighting on behalf of their creators.",
										{
											"name": "Elemental Nature",
											"type": "entries",
											"entries": [
												"An Izzet weird doesn't require air, food, drink, or sleep."
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Blistercoil Weird.jpg"
					}
				}
			]
		},
		{
			"name": "Blood Drinker Vampire",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Plenty of blood drinkers haunt Ravnica's alleys and sewers, preying on those who are foolish enough to leave the relative safety of the crowds.",
										{
											"name": "Orzhov Vampires",
											"type": "entries",
											"entries": [
												"Vampires thrive in the Orzhov Syndicate, where they can collect tithes and payments from their debtors in the form of blood. Their undead nature gives them the same immortality enjoyed by the oligarch spirits, but they remain capable of experiencing all the delights of their corporeal forms. In contrast to Orzhov spirits, they also retain their personalities, which are almost uniformly cruel."
											]
										},
										{
											"type": "entries",
											"name": "Blood Bond",
											"entries": [
												"Consuming a creature's blood creates a sort of empathic bond that allows the blood drinker vampire to exert some magical influence over its victim."
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Vampires",
									"entries": [
										"Creatures of the night, vampires are ageless undead beings who subsist on the blood of the living. They are fierce predators who mask their ravenous thirst behind a facade of sophistication and sensuality. Those who sip blood from golden chalices are no less voracious than those who tear out their victims' throats with their fangs; they just hide it better.",
										"The vampires of Ravnica differ from those in the Monster Manual in important ways. They lack the traits and abilities that those other vampires boast, but also lack the weaknesses that hinder such vampires. What they have in common is an unquenchable thirst for the blood that sustains their undead existence."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Blood Drinker Vampire.jpg"
					}
				}
			]
		},
		{
			"name": "Blood Witch",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Blood witches imagine themselves to be the intermediaries between Rakdos and his cult-the pinnacle of his priesthood, his trusted advisors, and the messengers who communicate his will to the scattered troupes and ringmasters. The Cult of Rakdos recognizes no authority but Rakdos, and the demon lord requires no advisors. Nonetheless, the blood witches are smart, charismatic, and powerful, so their voices do carry some weight.",
										"Blood witches strive both to protect the cult from external interference and to punish those who bring harm to the guild. They claim grandiose titles, such as Tormentor of the Wojek, as a way of mocking their intended victims."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Blood Witch.jpg"
					}
				}
			]
		},
		{
			"name": "Bloodfray Giant",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Giants in the Cult of Rakdos act as enforcers, bouncers, and sometimes even pillars, holding the mobile platforms that serve as stages for Rakdos performances. Like other members of the cult, giants thrill to the violence of those shows. Though they can seem entranced by the horror unfolding on the stage, they react quickly and brutally to any interruption of the performance."
									]
								},
								{
									"type": "entries",
									"name": "Giants",
									"entries": [
										"Giants use their tremendous size and strength to advance the cause of no less than four guilds. In the Boros Legion and the Orzhov Syndicate, they are cunning soldiers. The giants of the Cult of Rakdos and the Gruul Clans are no less effective but lack discipline."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Bloodfray Giant.jpg"
					}
				}
			]
		},
		{
			"name": "Borborygmos",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"For decades, the enormous cyclops Borborygmos has commanded the respect and obedience of the Gruul Clans by defeating all who challenged him. He embodies the raging fire that the Gruul believe burns in their bellies, and his wrath toward the civilization of Ravnica knows no bounds.",
										{
											"name": "Mightiest of the Mighty",
											"type": "entries",
											"entries": [
												"Borborygmos leads the Burning Tree clan, which is the largest and most diverse of the Gruul Clans. He is almost always accompanied by other members of his clan-not because he needs their protection, but because they might need his. His companions include creatures ranging from burly giants to cowering goblins.",
												"The Gruul follow strength, and Borborygmos holds his position only because he has proved stronger than any challenger."
											]
										}
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Cackler",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Cacklers are small, jabbering jesters that spice up Rakdos performances with their chaotic antics. Their incessant cackling can inspire uncontrollable laughter by making everything\u2014even the most horrifying spectacles\u2014seem hilarious. Some cacklers excel at vocal mimicry and perform as impressionists; others put their sadistic bent to use by lurking in shadows and terrifying passersby. Rakdos performers enjoy dressing cacklers in a variety of masks, hats, and costumes to lampoon public figures."
									]
								},
								{
									"type": "entries",
									"name": "Demons",
									"entries": [
										"Just as angels are incarnations of the ideals of justice, demons embody depraved impulses: selfishness, cruelty, hatred, greed, and lust for power. Demons are strongly associated with the Cult of Rakdos; in fact, the demons of Ravnica might have been created by Rakdos in the same way that angels were created by the Boros Legion's founder. As a demon lord who has chosen to live in Ravnica, Rakdos claims authority over all the demons of this world-even if some of them, ambitious and headstrong as demons are, rebel against his authority.",
										"Demons are agents of destruction that work their acts of terror in plain sight under the auspices of the Cult of Rakdos. They exhibit their cruelty in dramatic performances that leave the audience members blood-soaked but ecstatic. They incite mob riots that raze entire city blocks. The only thing demons fear is Rakdos himself, who doesn't tolerate rivals and hates to be upstaged.",
										{
											"name": "Demonic \"Devils\"",
											"entries": [
												"The creatures called \"devils\" in Ravnica are minor demons akin to quasits. While the larger demons embody evil qualities such as blood lust and torment, these lesser demons reflect the whimsical and chaotic side of Rakdos and his cult. Their mischievous antics cause disorder and destruction out of proportion to the demons' small size."
											],
											"type": "entries"
										},
										{
											"name": "Diabolic Demons",
											"type": "entries",
											"entries": [
												"Many of the demons of Ravnica are monstrous, winged creatures of human-like form. They are best represented by the statistics of the nalfeshnee, the shadow demon, or the vrock in the Monster Manual. Demons associated with the Cult of Rakdos often have fiery attacks that make them similar to barbed devils or horned devils, except that they are demons. (They are chaotic evil, they speak Abyssal and not Infernal, and they lack Devil's Sight.)"
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Cackler.jpg"
					}
				}
			]
		},
		{
			"name": "Category 1 Krasis",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"name": "Krasis",
									"entries": [
										"In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can't reproduce. A few multiply and become part of the guild's standard menagerie."
									]
								},
								{
									"type": "entries",
									"name": "Creating a Krasis",
									"entries": [
										"To create a krasis, choose the appropriate stat block: category 1 (Medium), category 2 (Large), or category 3 (Huge). Then roll once on the Major Adaptations table and once on the Minor Adaptations table (or choose an option from each table) to determine its additional characteristics. The potency of some adaptations varies based on the category of the krasis, as indicated in the descriptions of those adaptations.",
										"Just a few examples of krasis are the battering krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab (an improved shambleshark that includes octopus elements as well).",
										{
											"type": "table",
											"caption": "Major Adaptations",
											"colLabels": [
												"d8",
												"Major Adaptation"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"Acidic Skin. Any creature that touches the krasis or hits it with a melee attack while within 5 feet of it takes 2 ({@damage 1d4}) acid damage (category 1), 4 ({@damage 1d8}) acid damage (category 2), or 6 ({@damage 1d12}) acid damage (category 3)."
												],
												[
													"2",
													"Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing its Armor Class by 4."
												],
												[
													"3",
													"Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other magical effects."
												],
												[
													"4",
													"Flight. The krasis has wings and gains a flying speed equal to its walking speed."
												],
												[
													"5",
													"Grabber. When the krasis hits a creature with its claws, the target is {@condition grappled} (escape DC 13 for category 1, DC 15 for category 2, and DC 19 for category 3) by a specialized grasping appendage on the krasis. It can have only one creature {@condition grappled} in this way at a time."
												],
												[
													"6",
													"Hypnotic Display (Recharge 5-6). As an action, the krasis creates mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be {@condition stunned} for 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of all krasis for 24 hours."
												],
												[
													"7",
													"Venomous Sting. When the krasis hits a creature with its claws, the creature must succeed on a Constitution saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be {@condition poisoned} for 1 minute. If the krasis is a category 2 or 3, the creature is {@condition paralyzed} while {@condition poisoned} in this way. The {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
												],
												[
													"8",
													"Regeneration. The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a category 3) at the start of each of its turns if it has at least 1 hit point."
												]
											]
										},
										{
											"type": "table",
											"caption": "Minor Adaptations",
											"colLabels": [
												"d8",
												"Minor Adaptation"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"Amorphous Structure. The krasis can move through a space as narrow as 1 inch wide without squeezing."
												],
												[
													"2",
													"Aquatic. The krasis gains a swimming speed equal to its walking speed."
												],
												[
													"3",
													"Climbing Speed. The krasis gains a climbing speed equal to its walking speed."
												],
												[
													"4",
													"Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity ({@skill Stealth}) checks made to hide."
												],
												[
													"5",
													"Heightened Awareness. The krasis can't be surprised, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes."
												],
												[
													"6",
													"Ink Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a point in the krasis's space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud."
												],
												[
													"7",
													"Leaping Legs. With or without a running start, the krasis's long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet (category 2), or 30 feet (category 3)."
												],
												[
													"8",
													"Stabilizing Legs. The krasis has several crablike legs. As a result, it has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}."
												]
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Category 1 Krasis.jpg"
					}
				}
			]
		},
		{
			"name": "Category 2 Krasis",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"name": "Krasis",
									"entries": [
										"In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can't reproduce. A few multiply and become part of the guild's standard menagerie."
									]
								},
								{
									"type": "entries",
									"name": "Creating a Krasis",
									"entries": [
										"To create a krasis, choose the appropriate stat block: category 1 (Medium), category 2 (Large), or category 3 (Huge). Then roll once on the Major Adaptations table and once on the Minor Adaptations table (or choose an option from each table) to determine its additional characteristics. The potency of some adaptations varies based on the category of the krasis, as indicated in the descriptions of those adaptations.",
										"Just a few examples of krasis are the battering krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab (an improved shambleshark that includes octopus elements as well).",
										{
											"type": "table",
											"caption": "Major Adaptations",
											"colLabels": [
												"d8",
												"Major Adaptation"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"Acidic Skin. Any creature that touches the krasis or hits it with a melee attack while within 5 feet of it takes 2 ({@damage 1d4}) acid damage (category 1), 4 ({@damage 1d8}) acid damage (category 2), or 6 ({@damage 1d12}) acid damage (category 3)."
												],
												[
													"2",
													"Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing its Armor Class by 4."
												],
												[
													"3",
													"Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other magical effects."
												],
												[
													"4",
													"Flight. The krasis has wings and gains a flying speed equal to its walking speed."
												],
												[
													"5",
													"Grabber. When the krasis hits a creature with its claws, the target is {@condition grappled} (escape DC 13 for category 1, DC 15 for category 2, and DC 19 for category 3) by a specialized grasping appendage on the krasis. It can have only one creature {@condition grappled} in this way at a time."
												],
												[
													"6",
													"Hypnotic Display (Recharge 5-6). As an action, the krasis creates mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be {@condition stunned} for 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of all krasis for 24 hours."
												],
												[
													"7",
													"Venomous Sting. When the krasis hits a creature with its claws, the creature must succeed on a Constitution saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be {@condition poisoned} for 1 minute. If the krasis is a category 2 or 3, the creature is {@condition paralyzed} while {@condition poisoned} in this way. The {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
												],
												[
													"8",
													"Regeneration. The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a category 3) at the start of each of its turns if it has at least 1 hit point."
												]
											]
										},
										{
											"type": "table",
											"caption": "Minor Adaptations",
											"colLabels": [
												"d8",
												"Minor Adaptation"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"Amorphous Structure. The krasis can move through a space as narrow as 1 inch wide without squeezing."
												],
												[
													"2",
													"Aquatic. The krasis gains a swimming speed equal to its walking speed."
												],
												[
													"3",
													"Climbing Speed. The krasis gains a climbing speed equal to its walking speed."
												],
												[
													"4",
													"Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity ({@skill Stealth}) checks made to hide."
												],
												[
													"5",
													"Heightened Awareness. The krasis can't be surprised, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes."
												],
												[
													"6",
													"Ink Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a point in the krasis's space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud."
												],
												[
													"7",
													"Leaping Legs. With or without a running start, the krasis's long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet (category 2), or 30 feet (category 3)."
												],
												[
													"8",
													"Stabilizing Legs. The krasis has several crablike legs. As a result, it has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}."
												]
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Category 2 Krasis.jpg"
					}
				}
			]
		},
		{
			"name": "Category 3 Krasis",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"name": "Krasis",
									"entries": [
										"In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can't reproduce. A few multiply and become part of the guild's standard menagerie."
									]
								},
								{
									"type": "entries",
									"name": "Creating a Krasis",
									"entries": [
										"To create a krasis, choose the appropriate stat block: category 1 (Medium), category 2 (Large), or category 3 (Huge). Then roll once on the Major Adaptations table and once on the Minor Adaptations table (or choose an option from each table) to determine its additional characteristics. The potency of some adaptations varies based on the category of the krasis, as indicated in the descriptions of those adaptations.",
										"Just a few examples of krasis are the battering krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab (an improved shambleshark that includes octopus elements as well).",
										{
											"type": "table",
											"caption": "Major Adaptations",
											"colLabels": [
												"d8",
												"Major Adaptation"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"Acidic Skin. Any creature that touches the krasis or hits it with a melee attack while within 5 feet of it takes 2 ({@damage 1d4}) acid damage (category 1), 4 ({@damage 1d8}) acid damage (category 2), or 6 ({@damage 1d12}) acid damage (category 3)."
												],
												[
													"2",
													"Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing its Armor Class by 4."
												],
												[
													"3",
													"Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other magical effects."
												],
												[
													"4",
													"Flight. The krasis has wings and gains a flying speed equal to its walking speed."
												],
												[
													"5",
													"Grabber. When the krasis hits a creature with its claws, the target is {@condition grappled} (escape DC 13 for category 1, DC 15 for category 2, and DC 19 for category 3) by a specialized grasping appendage on the krasis. It can have only one creature {@condition grappled} in this way at a time."
												],
												[
													"6",
													"Hypnotic Display (Recharge 5-6). As an action, the krasis creates mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be {@condition stunned} for 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of all krasis for 24 hours."
												],
												[
													"7",
													"Venomous Sting. When the krasis hits a creature with its claws, the creature must succeed on a Constitution saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be {@condition poisoned} for 1 minute. If the krasis is a category 2 or 3, the creature is {@condition paralyzed} while {@condition poisoned} in this way. The {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
												],
												[
													"8",
													"Regeneration. The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a category 3) at the start of each of its turns if it has at least 1 hit point."
												]
											]
										},
										{
											"type": "table",
											"caption": "Minor Adaptations",
											"colLabels": [
												"d8",
												"Minor Adaptation"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"Amorphous Structure. The krasis can move through a space as narrow as 1 inch wide without squeezing."
												],
												[
													"2",
													"Aquatic. The krasis gains a swimming speed equal to its walking speed."
												],
												[
													"3",
													"Climbing Speed. The krasis gains a climbing speed equal to its walking speed."
												],
												[
													"4",
													"Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity ({@skill Stealth}) checks made to hide."
												],
												[
													"5",
													"Heightened Awareness. The krasis can't be surprised, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes."
												],
												[
													"6",
													"Ink Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a point in the krasis's space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud."
												],
												[
													"7",
													"Leaping Legs. With or without a running start, the krasis's long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet (category 2), or 30 feet (category 3)."
												],
												[
													"8",
													"Stabilizing Legs. The krasis has several crablike legs. As a result, it has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}."
												]
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Category 3 Krasis.jpg"
					}
				}
			]
		},
		{
			"name": "Conclave Dryad",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The lush forests that once grew on Ravnica are gone, but the dryads remain, striving to bring the sprawling city and the verdant green of nature into harmony. Dryads believe that their efforts are the will of Mat'Selesnya, the soul of the world, and they spread their teachings through every Selesnya enclave.",
										"Thanks to their attunement to Mat'Selesnya, dryads serve as visionaries and spiritual intermediaries for the Selesnya Conclave. They hold positions of great respect as spiritual leaders, and also share their vision of harmonious construction as architects, working with stonemasons and woodshapers to create Selesnya enclaves.",
										{
											"name": "Summoned Mount",
											"type": "entries",
											"entries": [
												"When leading its guild into battle, a dryad rides a magically summoned creature woven of living branches, vines, and grasses and imbued with a fey spirit."
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Conclave Dryad.jpg"
					}
				}
			]
		},
		{
			"name": "Cosmotronic Blastseeker",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Counterflux Blastseeker",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Counterflux Blastseeker.jpg"
					}
				}
			]
		},
		{
			"name": "Deathpact Angel",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Deathpact angels dwell in the grandest of Orzhov cathedrals, where they surround themselves with wealth and wretched vassals that are utterly in their thrall.",
										{
											"name": "Gift Givers",
											"type": "entries",
											"entries": [
												"Posing as a beneficent god, a deathpact angel attracts petitioners who beg the angel for blessings: wealth, prestige, health, revenge, and the like. Imagining itself generous and merciful, the angel usually tries to grant the petitioners what they seek by using its abilities, drawing from its hoard of riches, or extorting favors from other members of the guild. True to the spirit of the Orzhov, though, the angel doesn't bestow these gifts out of kindness, but for the sake of gaining fanatical followers who owe it life debts."
											]
										},
										{
											"name": "Debt and Indenture",
											"type": "entries",
											"entries": [
												"Those who receive favors from a deathpact angel incur a debt that they carry with fervent devotion. They regularly bring trinkets and offerings to the angel, no longer asking or expecting anything in return, and even willingly offer up their mortal lives for their angelic patron. Even after death, these debtors continue to serve the angel and the Orzhov Syndicate as indentured spirits (described later in this chapter).",
												"Debts Paid"
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Orzhov Angels",
									"entries": [
										"Few angels find anything appealing in the corruption and decadence embodied by the Orzhov Syndicate, since such a society is fundamentally antithetical to their natures, but disillusionment can seduce even immortal beings. When cynicism takes root in an angel's heart, when questions undermine devotion to the cause of justice, when strength becomes a tool to lord over the weak, the Orzhov Syndicate is there to welcome the angel with open arms, offering status, respect, and power.",
										"Orzhov angels might claim positions as executioners, commanders, or power brokers, but more often they carve out their own place in the guild, standing apart from the otherwise rigid hierarchy of the Orzhov."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Deathpact Angel.jpg"
					}
				}
			]
		},
		{
			"name": "Devkarin Lich",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Powerful spellcasters of the Devkarin elves, steeped in Golgari magic, can transcend death to become liches. For them, life and death don't merely chase each other in an inevitable cycle; the two can intersect, and at that nexus the liches find immense power, which commands the awe, envy, and fear of other Golgari.",
										"Unlike the shambling zombies they command, liches retain their memories, their personalities, and especially their ambition. They also retain the grace and stature of living elves, but their bodies are in a constant state of slow decay. Various forms of fungus grow in and over the rotting flesh to hold the body together.",
										{
											"name": "Undead Nature",
											"type": "entries",
											"entries": [
												"The lich doesn't require air, food, drink, or sleep."
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Devkarin Lich.jpg"
					}
				}
			]
		},
		{
			"name": "Druid of the Old Ways",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The druids of the Old Ways are the keepers of ancient Gruul traditions devoted to the primal ferocity of animal gods such as Ilharg the Raze-Boar and Kashath the Stalker.",
										{
											"type": "entries",
											"name": "The End-Raze",
											"entries": [
												"The druids of the Old Ways believe that civilization will never be eradicated by scattered raids and petty skirmishes. They cling to the idea of a coming apocalypse, the End-Raze, when Ilharg's hoofs will trample every brick and stone of Ravnica's soaring skylines to rubble. The world will return to a state of nature in which the lawless code of muscle and savagery will reign once again."
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Druid of the Old Ways.jpg"
					}
				}
			]
		},
		{
			"name": "Felidar",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"A felidar is a celestial creature whose nature reflects an inherent devotion to law and order. It resembles an enormous cat with two pairs of downward-sloping horns and prominent teeth. Its blue-gray hide has a silvery, geometric pattern, and its thick white mane falls in an orderly fashion around its shoulders.",
										"Nearly every felidar forms a close bond with one other creature. Winged felidars almost always bond with archons, joining in their relentless pursuit of justice. Other felidars ally with members of the Azorius Senate and form bonds with high-ranking justiciars and ministers, aiding them in enforcing the law and tracking down criminals. Some Azorius felidars form bonds with important prisoners in Azorius custody, ensuring that the felidars can track down the felons if they escape custody."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Felidar.jpg"
					}
				}
			]
		},
		{
			"name": "Firefist",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Boros firefists combine potent magic with peerless fighting ability, inspiring all who serve alongside them. They often act as the point of contact between the Boros Legion and the angelic leaders."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Firefist.jpg"
					}
				}
			]
		},
		{
			"name": "Firemane Angel",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Firemane angels are holy champions and paragons of war who specialize in single combat. They are powerful warriors who seek out the mightiest foes in any conflict, trusting lesser soldiers to handle lesser opponents.",
										"Like many other Boros angels, firemanes typically have red hair. In the heat of battle, a firemane's hair can ignite, transforming into a mane of flames cascading over its shoulders and down its back."
									]
								},
								{
									"type": "entries",
									"name": "Boros Angels",
									"entries": [
										"Angels of the Boros Legion view themselves as the embodiments of what their creator intended. They are fierce warriors devoted to justice and dedicated to protecting the weak against evil and oppression. They are commanders, advisors, strategists, and soldiers. Their presence in battle inspires the mortal soldiers of the legion with righteous zeal.",
										"Most Boros soldiers assume that angels are paragons of goodness, wisdom, and mercy. The reality is that angels aren't immune to the temptations of corruption, and the necessities of political machination can compromise the best of them.",
										{
											"name": "Warleaders",
											"type": "entries",
											"entries": [
												"The wisest, most visionary angels are responsible for forming and implementing the military strategy of the Boros Legion. Since they are immortal, their plans might span centuries, and they have been known to accept decades of losses as a reasonable cost for a more significant victory many years later. These warleaders have the statistics of planetars or solars (as presented in the Monster Manual), but their appearance is similar to other Boros angels."
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Firemane Angel.jpg"
					}
				}
			]
		},
		{
			"name": "Flux Blastseeker",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Fluxcharger",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"In an effort to create a weird that could be more easily controlled, Izzet mages tried binding elemental lightning, fire, and smoke into a framework made of the magical alloy mizzium. The experiment was partly successful: the resulting weird, a fluxcharger, doesn't explode like some other weirds do, but it is more intelligent and more headstrong than other weirds.",
										"A fluxcharger's mizzium frame is suggestive of an angel. A faceplate is meant to give it some personality, but most people find its solemn expression and unblinking stare more unnerving than relatable."
									]
								},
								{
									"type": "entries",
									"name": "Izzet Weirds",
									"entries": [
										"Weirds are the products of Izzet League experiments intended to combine two opposing elemental types in the hope of creating elementals that were more stable than the norm and easier to control. As commonly happens with Izzet experiments, the outcome was the exact opposite. Weirds are even wilder and more unpredictable than elementals of either of their component elements. Nevertheless, they can make potent guardian creatures and can be urged into fighting on behalf of their creators.",
										{
											"name": "Elemental Nature",
											"type": "entries",
											"entries": [
												"An Izzet weird doesn't require air, food, drink, or sleep."
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Fluxcharger.jpg"
					}
				}
			]
		},
		{
			"name": "Flying Horror",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"name": "Horrors and Madness",
									"entries": [
										"Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master's Guide.",
										"Whenever a character fails a saving throw against the flying horror's Frightening Screech, the shadow horror's claw attack, or the skittering horror's Maddening Presence, note that fact. At the end of the encounter, have each character who failed at least one of those saving throws make a DC 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master's Guide, with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table."
									]
								},
								{
									"type": "entries",
									"entries": [
										{
											"type": "table",
											"caption": "Madness Severity",
											"colLabels": [
												"Failed Saves",
												"Madness"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"Short-term"
												],
												[
													"2-3",
													"Long-term"
												],
												[
													"4+",
													"Indefinite"
												]
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Horrors",
									"entries": [
										"Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called horrors-a variety of things that lurk in the dark and embody the deepest fears of Ravnica's people. All are evil creatures with dim reason and preternatural cunning.",
										"At least three guilds have been known to compel horrors into service. For House Dimir, horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos, horrors are simply one more weapon in an arsenal of terrifying and shock-inspiring creatures that might appear on stage. For the Golgari Swarm, horrors scavenge the sewers and protect the guild's territory.",
										"House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors."
									]
								},
								{
									"type": "entries",
									"name": "Customizing a Horror",
									"entries": [
										"Horrors share some common body types but vary wildly in other characteristics. A particular horror's form might incorporate elements that resemble fiendish, insectile, or reptilian features. To customize a horror, choose a base creature (flying horror, shadow horror, or skittering horror), then roll once on the Primary Features table and once on the Secondary Features table (or choose an option from each table). Add those features to the base creature.",
										"",
										{
											"type": "table",
											"caption": "Primary Features",
											"colLabels": [
												"d4",
												"Feature"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"Avoidance. If the horror is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."
												],
												[
													"2",
													"Damage Resistances. The horror has resistance to necrotic and psychic damage."
												],
												[
													"3",
													"Innate Spellcasting. The horror's innate spellcasting ability is Charisma (spell save DC 13 for flying horror, DC 16 for shadow horror, and DC 17 for skittering horror). 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)"
												],
												[
													"4",
													"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 ({@damage 1d6}) psychic damage (flying horror), 7 ({@damage 2d6}) psychic damage (shadow horror), or 10 ({@damage 3d6}) psychic damage (skittering horror)."
												]
											]
										},
										{
											"type": "table",
											"caption": "Secondary Features",
											"colLabels": [
												"d4",
												"Feature"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"Grasping Tendrils. The horror has four tendrils. Each tendril can be attacked (AC 12, 10 hit points). Destroying one deals no damage to the horror. As a bonus action, the horror can target one creature it can see within 10 feet of it. The target must succeed on a Dexterity saving throw or be {@condition grappled} by the horror. The DC of the saving throw and the DC to escape the grapple are the same: 9 for the flying horror, 13 for the shadow horror, and 19 for the skittering horror. Until the grapple ends, the horror can't use the same tendril to grapple another target."
												],
												[
													"2",
													"Indomitable Mind. The horror is immune to the {@condition charmed} condition."
												],
												[
													"3",
													"Keen Senses. The horror has advantage on Wisdom ({@skill Perception}) checks that rely on sight, sound, or smell."
												],
												[
													"4",
													"Mind Sight. Magical darkness doesn't impede the horror's {@sense darkvision}."
												]
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Flying Horror.png"
					}
				}
			]
		},
		{
			"name": "Frontline Medic",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The soldiers of the Boros Legion depend on skilled healers to keep them on their feet. Frontline medics use a mix of magical healing and mundane medicine to keep their compatriots alive."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Galvanic Blastseeker",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Galvanice Weird",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Galvanice weirds seem to be the epitome of weird technology. Indeed, they serve willingly, with cheerful stupidity, as guardians and laborers in Izzet workshops. They combine a rigid body of elemental ice with a core of lightning that animates them. If a galvanice weird is destroyed, the ice shatters and lightning crackles outward in a dangerous explosion. Still, most Izzet researchers find that their usefulness outweighs this risk."
									]
								},
								{
									"type": "entries",
									"name": "Izzet Weirds",
									"entries": [
										"Weirds are the products of Izzet League experiments intended to combine two opposing elemental types in the hope of creating elementals that were more stable than the norm and easier to control. As commonly happens with Izzet experiments, the outcome was the exact opposite. Weirds are even wilder and more unpredictable than elementals of either of their component elements. Nevertheless, they can make potent guardian creatures and can be urged into fighting on behalf of their creators.",
										{
											"name": "Elemental Nature",
											"type": "entries",
											"entries": [
												"An Izzet weird doesn't require air, food, drink, or sleep."
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Galvanice Weird.jpg"
					}
				}
			]
		},
		{
			"name": "Gloamwing",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"A gloamwing's head is almost ratlike, with prominent teeth, and its leathery skin is stretched tight over its skull, where its eyes are empty sockets. Its body is mottled with bony plates, and great wings stretch from its shoulders."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Gloamwing.jpg"
					}
				}
			]
		},
		{
			"name": "Golgari Shaman",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Golgari shamans are the spiritual leaders of the Golgari Swarm. They teach the guild's beliefs about the cycles of nature, using their necromantic magic to show how life sprouts from death.",
										"Golgari shamans paint their faces so they appear to have extra eyes on their cheeks and chins. They sometimes use magical moodmark paint (described in chapter 5) to allow them to communicate by means of these marks. They wear clothing adorned with beetle carapaces, spiderwebs, or shelf fungus."
									]
								},
								{
									"type": "entries",
									"name": "Golgari Lairs",
									"entries": [
										"Members of the Golgari Swarm have an intimate connection to their territory. When at least six Golgari defend their territory together, they can call on the environment to aid them. The group must include Jarad Vod Savo or at least one Golgari shaman, kraul death priest, undercity medusa, or Devkarin lich. When determining the difficulty of such an encounter, consider the lair to be one additional creature of challenge rating 1."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Guardian Giant",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Most of the giants in the Boros Legion come from a single clan, the Skorskal, that has long been at odds with the Gruul Clans. These giants are guards and gatekeepers, well represented in the Sunhome Guard, as well as powerful muscle supporting Boros missions.",
										"Giants of the Skorskal clan are often assigned to protect Boros garrisons and forts throughout Ravnica. They are excellent sentinels, keen-eyed and vigilant, and serve as living walls to protect smaller soldiers fighting alongside them. Skorskal giants look much like enormous humans with huge muscles and comparatively small heads."
									]
								},
								{
									"type": "entries",
									"name": "Giants",
									"entries": [
										"Giants use their tremendous size and strength to advance the cause of no less than four guilds. In the Boros Legion and the Orzhov Syndicate, they are cunning soldiers. The giants of the Cult of Rakdos and the Gruul Clans are no less effective but lack discipline."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Horncaller",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Specialized shamans called horncallers use their magic to call wild beasts to fight alongside Selesnya troops. In quieter times, they tend the animals associated with Selesnya enclaves and parks."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Horncaller.jpg"
					}
				}
			]
		},
		{
			"name": "Hybrid Brute",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"name": "Simic Hybrids",
									"entries": [
										"The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Hybrid Flier",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"name": "Simic Hybrids",
									"entries": [
										"The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Hybrid Flier.jpg"
					}
				}
			]
		},
		{
			"name": "Hybrid Poisoner",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"name": "Simic Hybrids",
									"entries": [
										"The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Hybrid Shocker",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"name": "Simic Hybrids",
									"entries": [
										"The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Hybrid Shocker.jpg"
					}
				}
			]
		},
		{
			"name": "Hybrid Spy",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"name": "Simic Hybrids",
									"entries": [
										"The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Indentured Spirit",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Those who die with unpaid debts to the Orzhov Syndicate don't get a reprieve. Instead, their spirits serve the syndicate until they have worked off their obligation. Sometimes that means existing as an indentured spirit for years or even millennia.",
										"An indentured spirit is an incorporeal being draped in ghostly black robes and a hood that hides whatever face it might have. Chains are hung around its chest and arms as a perpetual marker of its servitude."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Indentured Spirit.jpg"
					}
				}
			]
		},
		{
			"name": "Isperia",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Isperia is the current guildmaster of the Azorius Senate. As a sphinx, she is aloof and values solitude above all. However, she has been forced to give up her privacy to deal with the increased crime and chaos on Ravnica.",
										"Isperia is devoted to her guild's belief that law is the ultimate bulwark against chaos, and it is her steady hand that guides the Azorius through these uncertain times. As guildmaster, Isperia serves as the supreme judge, a role that takes advantage of her encyclopedic knowledge of Ravnica's labyrinthine legal system.",
										"If an encounter turns violent, Isperia refrains from using lethal force if possible, preferring to subdue a wrongdoing so that the legal system can mete out justice."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Isperia.jpg"
					}
				}
			]
		},
		{
			"name": "Jarad Vod Savo",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The Golgari guildmaster is a Devkarin necromancer and lich named Jarad Vod Savo. In life, Jarad was an archer and accomplished hunter, as well as the brother of the previous guildmaster, the ambitious Savra. Jarad mastered the ways of necromancy so he could rise as a lich after he sacrificed himself to save his son from the demon Rakdos.",
										"As head of the Golgari Swarm, Jarad commands elf and medusa assassins, legions of kraul, brutish trolls, and masses of undercity-dwelling creatures. Thanks to the necromantic power he wields-and with the support of his loyal guards and soldiers-he has survived a number of assassination attempts from various upstarts.",
										{
											"name": "Undead Nature",
											"type": "entries",
											"entries": [
												"Jarad doesn't require air, food, drink, or sleep."
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Jarad Vod Savo.jpg"
					}
				}
			]
		},
		{
			"name": "Kraul Death Priest",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The death priests occupy the highest roles in kraul society. They lead the buzzing chants of the kraul rites. Their inscrutable clicks and buzzing can summon crippling necromantic magic, and the presence of death seems to fortify them. They draw power from the defeat of their enemies and channel it to their followers, ensuring the continuation of the cycle.",
										"The current leader of the kraul is a death priest named Mazirek."
									]
								},
								{
									"type": "entries",
									"name": "Kraul",
									"entries": [
										"The kraul are an ascendant power group within the Golgari Swarm, long content to linger at the margins of the undercity but now increasingly making their buzzing voices heard in the subterranean Golgari guildhall. These six-legged, insectile beings are hard-headed and literal-minded, with little grasp of metaphor or nuance."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Kraul Death Priest.jpg"
					}
				}
			]
		},
		{
			"name": "Kraul Warrior",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Kraul society is organized into well-defined roles and castes. The vast majority of the kraul occupy various tiers of soldiery, from commanders and elite troops down to the lowliest infantry."
									]
								},
								{
									"type": "entries",
									"name": "Kraul",
									"entries": [
										"The kraul are an ascendant power group within the Golgari Swarm, long content to linger at the margins of the undercity but now increasingly making their buzzing voices heard in the subterranean Golgari guildhall. These six-legged, insectile beings are hard-headed and literal-minded, with little grasp of metaphor or nuance."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Kraul Warrior.jpg"
					}
				}
			]
		},
		{
			"name": "Lawmage",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The Azorius Senate has spellcasters who are trained to capture lawbreakers and bring them to justice. A lawmage's magic is focused on restraining criminals and on protecting bystanders from becoming casualties when arresters are pursuing malefactors. A significant proportion of the guild's vedalken are lawmages."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Lazav",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Lazav is uniquely qualified to be the Dimir guildmaster: he is a shapechanger whose mysterious genius is informed by agents from the entire Dimir network. He takes on a tremendous variety of guises as his needs and plans require. He might step out into the Ravnican streets as an elderly widow to eavesdrop at the bazaar, become a vedalken hussar of the Azorius Senate to sidestep a checkpoint, or transform into a Tin Street merchant to deceive a passing noble. His true form might be that of a doppelganger or some other creature; no one has ever seen it."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Master of Cruelties",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"When a master of cruelties steps up as ringleader of a Rakdos show, the audience can be assured of a performance they will remember for the rest of their lives\u2014however brief that might be.",
										"The mesmerizing presence of a master of cruelties draws every eye to the demon and commands an audience's full attention. With every act of depraved torment the demon performs, onlookers are drawn more and more into the blood lust. Audiences clamor for more violence, and those who get too caught up in the revelry feel compelled to partake in the indiscriminate killing."
									]
								},
								{
									"type": "entries",
									"name": "Demons",
									"entries": [
										"Just as angels are incarnations of the ideals of justice, demons embody depraved impulses: selfishness, cruelty, hatred, greed, and lust for power. Demons are strongly associated with the Cult of Rakdos; in fact, the demons of Ravnica might have been created by Rakdos in the same way that angels were created by the Boros Legion's founder. As a demon lord who has chosen to live in Ravnica, Rakdos claims authority over all the demons of this world-even if some of them, ambitious and headstrong as demons are, rebel against his authority.",
										"Demons are agents of destruction that work their acts of terror in plain sight under the auspices of the Cult of Rakdos. They exhibit their cruelty in dramatic performances that leave the audience members blood-soaked but ecstatic. They incite mob riots that raze entire city blocks. The only thing demons fear is Rakdos himself, who doesn't tolerate rivals and hates to be upstaged.",
										{
											"name": "Demonic \"Devils.\"",
											"type": "entries",
											"entries": [
												"The creatures called \"devils\" in Ravnica are minor demons akin to quasits. While the larger demons embody evil qualities such as blood lust and torment, these lesser demons reflect the whimsical and chaotic side of Rakdos and his cult. Their mischievous antics cause disorder and destruction out of proportion to the demons' small size."
											]
										},
										{
											"name": "Diabolic Demons",
											"type": "entries",
											"entries": [
												"Many of the demons of Ravnica are monstrous, winged creatures of human-like form. They are best represented by the statistics of the nalfeshnee, the shadow demon, or the vrock in the Monster Manual. Demons associated with the Cult of Rakdos often have fiery attacks that make them similar to barbed devils or horned devils, except that they are demons. (They are chaotic evil, they speak Abyssal and not Infernal, and they lack Devil's Sight.)"
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Master of Cruelties.jpg"
					}
				}
			]
		},
		{
			"name": "Mind Drinker Vampire",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"When vampires join House Dimir, they can learn to siphon mental energy and memories along with the blood of their victims. They also study the magic favored by Dimir mind mages, giving them a powerful combination of abilities ideal for espionage and infiltration.",
										{
											"name": "Szadek's Heirs",
											"type": "entries",
											"entries": [
												"The founder of House Dimir, Szadek, was the first of the so-called mind drinkers. His secrets are passed on only to other members of his guild, and mind drinkers who leave House Dimir become enemies of the guild-the only exceptions to a rule that prohibits mind drinkers from feeding on others of their kind."
											]
										},
										{
											"name": "Cell Leaders",
											"type": "entries",
											"entries": [
												"Thanks to their particular gifts, mind drinkers are often placed as leaders of small cells of covert Dimir operatives. They rarely trust their own agents, though, and often follow their cell members to make sure those members carry out missions as ordered. The most suspicious vampires might even siphon thoughts from their subordinates to detect any hint of betrayal."
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Vampires",
									"entries": [
										"Creatures of the night, vampires are ageless undead beings who subsist on the blood of the living. They are fierce predators who mask their ravenous thirst behind a facade of sophistication and sensuality. Those who sip blood from golden chalices are no less voracious than those who tear out their victims' throats with their fangs; they just hide it better.",
										"The vampires of Ravnica differ from those in the Monster Manual in important ways. They lack the traits and abilities that those other vampires boast, but also lack the weaknesses that hinder such vampires. What they have in common is an unquenchable thirst for the blood that sustains their undead existence."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Mind Drinker Vampire.jpg"
					}
				}
			]
		},
		{
			"name": "Mind Mage",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Dimir mind mages are among the most feared spellcasters in Ravnica, thanks in large part to the aura of mystery that shrouds them and their work. Their ability to read and alter memories commands respect from the other members of House Dimir and makes them useful in the full spectrum of the guild's activities. Many mind mages lead cells of their own."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Nightveil Specter",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The Nightveil specters of Ravnica are hooded, undead guardians that ride flying creatures called gloamwings. They are fearsome agents of House Dimir, protecting the territory and interests of that guild-particularly the neighborhood of Nightveil, from which the specters get their name. Their work can include driving off people who accidentally wander too close to a secret rooftop meeting, killing those who knowingly infiltrate Dimir property, and tracking those who have stolen guild secrets, then wiping those secrets from their victims' minds to ensure that they are never shared.",
										{
											"name": "Limited Sentience",
											"type": "entries",
											"entries": [
												"A Nightveil specter is created when the mind magic of House Dimir erases a person's identity, leaving a mind so broken it can no longer live. Thus, Nightveil specters have no memory of their previous lives, and they are just clever enough to follow their orders with some amount of creativity. They pursue their assigned tasks with fearless determination."
											]
										},
										{
											"name": "Gloamwing Mount",
											"type": "entries",
											"entries": [
												"If a gloamwing is killed, its specter becomes fixated on destroying those responsible. If the specter survives, it can create a new gloamwing over the course of a month, during which time the specter is {@condition incapacitated}.",
												"A gloamwing's head is almost ratlike, with prominent teeth, and its leathery skin is stretched tight over its skull, where its eyes are empty sockets. Its body is mottled with bony plates, and great wings stretch from its shoulders."
											]
										},
										{
											"name": "Undead Nature",
											"type": "entries",
											"entries": [
												"A Nightveil specter and its gloamwing mount don't require air, food, drink, or sleep."
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Nightveil Specter.jpg"
					}
				}
			]
		},
		{
			"name": "Niv-Mizzet",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Possessed of arrogance and vanity that matches his vast intellect and tremendous power, Niv-Mizzet is the ancient dragon who founded and continues to control the Izzet League. From his private laboratory at the top of the Izzet guildhall, Niv-Mizzet directs the research and experiments of his countless underlings. He coordinates a tremendous number of apparently unrelated projects, working toward some mysterious end.",
										"There can be little doubt that this ancient dragon is one of the most intelligent beings on Ravnica and one of the world's most powerful spellcasters. He is just as acquisitive as any dragon, but his treasure is scientific and magical knowledge. His ambition is a looming threat in the minds of all the other guildmasters, but confronting him directly is almost unthinkable thanks to the combination of his awesome magical power and the sheer physical threat of a fire-breathing, swordtoothed dragon."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Niv-Mizzet.jpg"
					}
				}
			]
		},
		{
			"name": "Nivix Cyclops",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Cyclopes like those described in the Monster Manual are found primarily among the Gruul Clans. They are forces of nature, and even though they have occasionally been recruited into the Boros Legion, they can never truly be tamed.",
										"Cyclopes serve the Izzet league as workshop guardians, personal protectors, and heavy laborers. They wear mizzium armor plating to minimize injuries from laboratory mishaps, piston gauntlets to increase their strength for lifting and punching, and telescopic helmets to minimize the shortcomings of their monocular vision. They are sometimes called monoclons or Nivix cyclopes, after the name of the Izzet guildhall."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Nivix Cyclops.jpg"
					}
				}
			]
		},
		{
			"name": "Obzedat Ghost",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The ghosts who make up the Obzedat are traditionally called patriarchs, though they can be male or female. They are the oldest, wealthiest, and most influential oligarchs of the Orzhov Syndicate. They have been dead for centuries, but they refuse to let go of the fortunes they amassed in life. Addicted to power and prestige, these patriarchs continue to dominate the guild and accumulate even larger fortunes.",
										{
											"name": "Mostly Unanimous",
											"type": "entries",
											"entries": [
												"The ghosts of the Obzedat function as a unit, driven by their shared desire to accumulate ever more wealth for the guild. In times of disagreement, the eldest of the council exerts his seniority to bend the council to his will."
											]
										},
										{
											"name": "Grandfather Karlov",
											"type": "entries",
											"entries": [
												"The head of the council, who gives final approval to its decisions and breaks ties within the group, is Karlov, known as Grandfather. In life, Karlov was the greediest of Orzhov oligarchs, and his many centuries as a spirit have not diminished his hunger for more wealth."
											]
										},
										{
											"name": "Undead Nature",
											"type": "entries",
											"entries": [
												"An Obzedat ghost doesn't require air, food, drink, or sleep.",
												"The Ghost Council's Traits",
												"Ideal: \"Influence is measured in power, status, and money, but mostly money.\"",
												"Bond: \"Gather as much as you can while you can, for when you die, you will take it with you.\"",
												"Flaw: \"Everyone has a price.\""
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Obzedat Ghost.jpg"
					}
				}
			]
		},
		{
			"name": "Orzhov Giant",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"A few giants join the ranks of the Orzhov Syndicate and serve as guards, executioners, and thugs-the muscle of the guild. The presence of Orzhov giants in markets and streets serves as an effective reminder for business owners to keep their payments up to date."
									]
								},
								{
									"type": "entries",
									"name": "Giants",
									"entries": [
										"Giants use their tremendous size and strength to advance the cause of no less than four guilds. In the Boros Legion and the Orzhov Syndicate, they are cunning soldiers. The giants of the Cult of Rakdos and the Gruul Clans are no less effective but lack discipline."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Orzhov Giant.jpg"
					}
				}
			]
		},
		{
			"name": "Precognitive Mage",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Precognitive mages, a rarity among Azorius spellcasters, are capable of capturing glimpses of the future. They are typically employed to anticipate the actions of wanted criminals, thus aiding in their capture."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Precognitive Mage.jpg"
					}
				}
			]
		},
		{
			"name": "Rakdos",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Rakdos, the demon for whom his cult is named, embodies hedonism. He is also the consummate entertainer, whose mere appearance is an act of grisly performance art. A monstrous figure standing thirty feet tall, spreading enormous wings, crowned with fire and swinging a flaming scythe, Rakdos demands the spotlight. His every entrance is a showstopper.",
										"Sometimes after his grand entrance, Rakdos crouches to witness the performances of those who adore him. To them, his opinion is the only one that matters, but he is a demanding spectator. He has seen thousands of years of circus tricks and has no patience for performers who don't give their all. His flaming scythe has brought more than one tepid show to a sudden and spectacular close. Jaded as he is, Rakdos attends his cult's performances only rarely. He often retreats into his lair below the cult's guildhall for months or years at a time, but his followers know that he might emerge at any time to witness the latest spectacle."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Rakdos.jpg"
					}
				}
			]
		},
		{
			"name": "Rakdos Lampooner",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"One of the most effective weapons in the Rakdos cult's arsenal is satire, and a Rakdos lampooner is a virtuoso of that art. Lampooners generally reserve their mockery for people and guilds that have seized an outsized measure of power, those who need to be taken down a peg, rather than piling further humiliation onto those who are already struggling. They use masks, marionettes, or effigies to caricature public figures, or sometimes play pranks on those individuals directly in the streets."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Rakdos Lampooner.jpg"
					}
				}
			]
		},
		{
			"name": "Rakdos Performer, Blade Juggler",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"By offering a place for those of many different talents, the Cult of Rakdos has seen its numbers swell with performing artists, including blade jugglers, fire eaters, and high wire acrobats. Performers carry the message of Rakdos out into the streets: cut loose, free yourself from the bonds of society's mores and expectations, and indulge your desires."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Rakdos Performer.jpg"
					}
				}
			]
		},
		{
			"name": "Rakdos Performer, Fire Eater",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"By offering a place for those of many different talents, the Cult of Rakdos has seen its numbers swell with performing artists, including blade jugglers, fire eaters, and high wire acrobats. Performers carry the message of Rakdos out into the streets: cut loose, free yourself from the bonds of society's mores and expectations, and indulge your desires."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Rakdos Performer.jpg"
					}
				}
			]
		},
		{
			"name": "Rakdos Performer, High-Wire Acrobat",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"By offering a place for those of many different talents, the Cult of Rakdos has seen its numbers swell with performing artists, including blade jugglers, fire eaters, and high wire acrobats. Performers carry the message of Rakdos out into the streets: cut loose, free yourself from the bonds of society's mores and expectations, and indulge your desires."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Rakdos Performer.jpg"
					}
				}
			]
		},
		{
			"name": "Reckoner",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Boros reckoners combine physical power and magical prowess, serving as the shock troops of the legion. They are adept at breaking up mobs and organized lines of defense. Sometimes described as living thunderstorms, reckoners charge their bodies with lightning that bursts forth in their spells and lashes out at enemies who harm them. Many reckoners are minotaurs."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Reckoner.jpg"
					}
				}
			]
		},
		{
			"name": "Rubblebelt Stalker",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Rubblebelt stalkers are scouts and skirmishers for the Gruul Clans. They excel at moving over challenging terrain, whether they're picking their way through treacherous ruins or clambering across rooftops. They favor ambush tactics and avoid confrontations with stronger forces, relying on their superior mobility to make their escape."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Scorchbringer Guard",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Scorchbringer Guard.jpg"
					}
				}
			]
		},
		{
			"name": "Servitor Thrull",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The most wretched of thrulls are the servitors, small and slender, that serve as playthings for their Orzhov masters. They run trivial errands, transport small items, caper and dance, and keep their masters' expensive robes from trailing on the dirty street. They are utterly loyal, lacking any concept of thinking for themselves."
									]
								},
								{
									"type": "entries",
									"name": "Thrulls",
									"entries": [
										"When the Orzhov Syndicate rips a soul from its body to create a spirit, the cast-off remains go to the fleshmages, who use their necromantic magic to liquefy the corpse and transform it into something useful. These creations become thrulls, obedient slaves that serve in a variety of menial roles: laborers, messengers, beasts of burden, and even fashion accessories for the elite. Whatever tasks they perform, they wear faceplates forged from devalued coinage to conceal their ghastly features.",
										{
											"name": "Construct Nature",
											"type": "entries",
											"entries": [
												"A thrull doesn't require air, food, drink, or sleep."
											]
										}
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Shadow Horror",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"name": "Horrors and Madness",
									"entries": [
										"Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master's Guide.",
										"Whenever a character fails a saving throw against the flying horror's Frightening Screech, the shadow horror's claw attack, or the skittering horror's Maddening Presence, note that fact. At the end of the encounter, have each character who failed at least one of those saving throws make a DC 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master's Guide, with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table."
									]
								},
								{
									"type": "entries",
									"entries": [
										{
											"type": "table",
											"caption": "Madness Severity",
											"colLabels": [
												"Failed Saves",
												"Madness"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"Short-term"
												],
												[
													"2-3",
													"Long-term"
												],
												[
													"4+",
													"Indefinite"
												]
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Horrors",
									"entries": [
										"Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called horrors-a variety of things that lurk in the dark and embody the deepest fears of Ravnica's people. All are evil creatures with dim reason and preternatural cunning.",
										"At least three guilds have been known to compel horrors into service. For House Dimir, horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos, horrors are simply one more weapon in an arsenal of terrifying and shock-inspiring creatures that might appear on stage. For the Golgari Swarm, horrors scavenge the sewers and protect the guild's territory.",
										"House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors."
									]
								},
								{
									"type": "entries",
									"name": "Customizing a Horror",
									"entries": [
										"Horrors share some common body types but vary wildly in other characteristics. A particular horror's form might incorporate elements that resemble fiendish, insectile, or reptilian features. To customize a horror, choose a base creature (flying horror, shadow horror, or skittering horror), then roll once on the Primary Features table and once on the Secondary Features table (or choose an option from each table). Add those features to the base creature.",
										{
											"type": "table",
											"caption": "Primary Features",
											"colLabels": [
												"d4",
												"Feature"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"Avoidance. If the horror is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."
												],
												[
													"2",
													"Damage Resistances. The horror has resistance to necrotic and psychic damage."
												],
												[
													"3",
													"Innate Spellcasting. The horror's innate spellcasting ability is Charisma (spell save DC 13 for flying horror, DC 16 for shadow horror, and DC 17 for skittering horror). 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)"
												],
												[
													"4",
													"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 ({@damage 1d6}) psychic damage (flying horror), 7 ({@damage 2d6}) psychic damage (shadow horror), or 10 ({@damage 3d6}) psychic damage (skittering horror)."
												]
											]
										},
										{
											"type": "table",
											"caption": "Secondary Features",
											"colLabels": [
												"d4",
												"Feature"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"Grasping Tendrils. The horror has four tendrils. Each tendril can be attacked (AC 12, 10 hit points). Destroying one deals no damage to the horror. As a bonus action, the horror can target one creature it can see within 10 feet of it. The target must succeed on a Dexterity saving throw or be {@condition grappled} by the horror. The DC of the saving throw and the DC to escape the grapple are the same: 9 for the flying horror, 13 for the shadow horror, and 19 for the skittering horror. Until the grapple ends, the horror can't use the same tendril to grapple another target."
												],
												[
													"2",
													"Indomitable Mind. The horror is immune to the {@condition charmed} condition."
												],
												[
													"3",
													"Keen Senses. The horror has advantage on Wisdom ({@skill Perception}) checks that rely on sight, sound, or smell."
												],
												[
													"4",
													"Mind Sight. Magical darkness doesn't impede the horror's {@sense darkvision}."
												]
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Shadow Horror.jpg"
					}
				}
			]
		},
		{
			"name": "Sire of Insanity",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Rakdos nightclubs, where visitors can indulge any dark desire and revel in sadistic spectacle, are the favored haunts of the demons known as sires of insanity. Lurking in an underground vault beneath a Rakdos operation, a sire of insanity feasts on the violence, torment, and depravity unfolding above. Occasionally, cultists bring would-be recruits to the demon's presence, and\u2014true to its name\u2014the sire of insanity breaks the new cultist's mind.",
										"A sire of insanity is a bloated demon resembling a bipedal lizard. It stands some thirty feet tall and weighs many thousands of pounds, so it tends to keep hidden away in its subterranean lair, working its evil from the shadows."
									]
								},
								{
									"type": "entries",
									"name": "Demons",
									"entries": [
										"Just as angels are incarnations of the ideals of justice, demons embody depraved impulses: selfishness, cruelty, hatred, greed, and lust for power. Demons are strongly associated with the Cult of Rakdos; in fact, the demons of Ravnica might have been created by Rakdos in the same way that angels were created by the Boros Legion's founder. As a demon lord who has chosen to live in Ravnica, Rakdos claims authority over all the demons of this world-even if some of them, ambitious and headstrong as demons are, rebel against his authority.",
										"Demons are agents of destruction that work their acts of terror in plain sight under the auspices of the Cult of Rakdos. They exhibit their cruelty in dramatic performances that leave the audience members blood-soaked but ecstatic. They incite mob riots that raze entire city blocks. The only thing demons fear is Rakdos himself, who doesn't tolerate rivals and hates to be upstaged.",
										{
											"name": "Demonic \"Devils\"",
											"entries": [
												"The creatures called \"devils\" in Ravnica are minor demons akin to quasits. While the larger demons embody evil qualities such as blood lust and torment, these lesser demons reflect the whimsical and chaotic side of Rakdos and his cult. Their mischievous antics cause disorder and destruction out of proportion to the demons' small size."
											],
											"type": "entries"
										},
										{
											"name": "Diabolic Demons",
											"type": "entries",
											"entries": [
												"Many of the demons of Ravnica are monstrous, winged creatures of human-like form. They are best represented by the statistics of the nalfeshnee, the shadow demon, or the vrock in the Monster Manual. Demons associated with the Cult of Rakdos often have fiery attacks that make them similar to barbed devils or horned devils, except that they are demons. (They are chaotic evil, they speak Abyssal and not Infernal, and they lack Devil's Sight.)"
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Sire of Insanity.jpg"
					}
				}
			]
		},
		{
			"name": "Skittering Horror",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"name": "Horrors and Madness",
									"entries": [
										"Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master's Guide.",
										"Whenever a character fails a saving throw against the flying horror's Frightening Screech, the shadow horror's claw attack, or the skittering horror's Maddening Presence, note that fact. At the end of the encounter, have each character who failed at least one of those saving throws make a DC 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master's Guide, with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table."
									]
								},
								{
									"type": "entries",
									"entries": [
										{
											"type": "table",
											"caption": "Madness Severity",
											"colLabels": [
												"Failed Saves",
												"Madness"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"Short-term"
												],
												[
													"2-3",
													"Long-term"
												],
												[
													"4+",
													"Indefinite"
												]
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Horrors",
									"entries": [
										"Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called horrors-a variety of things that lurk in the dark and embody the deepest fears of Ravnica's people. All are evil creatures with dim reason and preternatural cunning.",
										"At least three guilds have been known to compel horrors into service. For House Dimir, horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos, horrors are simply one more weapon in an arsenal of terrifying and shock-inspiring creatures that might appear on stage. For the Golgari Swarm, horrors scavenge the sewers and protect the guild's territory.",
										"House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors."
									]
								},
								{
									"type": "entries",
									"name": "Customizing a Horror",
									"entries": [
										"Horrors share some common body types but vary wildly in other characteristics. A particular horror's form might incorporate elements that resemble fiendish, insectile, or reptilian features. To customize a horror, choose a base creature (flying horror, shadow horror, or skittering horror), then roll once on the Primary Features table and once on the Secondary Features table (or choose an option from each table). Add those features to the base creature.",
										{
											"type": "table",
											"caption": "Primary Features",
											"colLabels": [
												"d4",
												"Feature"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"Avoidance. If the horror is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."
												],
												[
													"2",
													"Damage Resistances. The horror has resistance to necrotic and psychic damage."
												],
												[
													"3",
													"Innate Spellcasting. The horror's innate spellcasting ability is Charisma (spell save DC 13 for flying horror, DC 16 for shadow horror, and DC 17 for skittering horror). 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)"
												],
												[
													"4",
													"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 ({@damage 1d6}) psychic damage (flying horror), 7 ({@damage 2d6}) psychic damage (shadow horror), or 10 ({@damage 3d6}) psychic damage (skittering horror)."
												]
											]
										},
										{
											"type": "table",
											"caption": "Secondary Features",
											"colLabels": [
												"d4",
												"Feature"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"Grasping Tendrils. The horror has four tendrils. Each tendril can be attacked (AC 12, 10 hit points). Destroying one deals no damage to the horror. As a bonus action, the horror can target one creature it can see within 10 feet of it. The target must succeed on a Dexterity saving throw or be {@condition grappled} by the horror. The DC of the saving throw and the DC to escape the grapple are the same: 9 for the flying horror, 13 for the shadow horror, and 19 for the skittering horror. Until the grapple ends, the horror can't use the same tendril to grapple another target."
												],
												[
													"2",
													"Indomitable Mind. The horror is immune to the {@condition charmed} condition."
												],
												[
													"3",
													"Keen Senses. The horror has advantage on Wisdom ({@skill Perception}) checks that rely on sight, sound, or smell."
												],
												[
													"4",
													"Mind Sight. Magical darkness doesn't impede the horror's {@sense darkvision}."
												]
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Skittering Horror.jpg"
					}
				}
			]
		},
		{
			"name": "Skyjek Roc",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The aerial forces of the Boros Legion-skyknights who fly alongside the angels-take to the air mounted on Skyjek rocs. These avians are named for the skyknights who are also part of the Wojek League, called Skyjeks. From the backs of their rocs, these mounted soldiers carry out reconnaissance missions, bombard enemies on the ground, and engage flying foes.",
										"The shape of a Skyjek roc's body makes it relatively easy to saddle and ride, and it is typically equipped with armor plating on its head and chest.",
										"Skyjek rocs are headstrong and impulsive, but their bravery makes them ideal mounts for the Boros knights."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Skyjek Roc.jpg"
					}
				}
			]
		},
		{
			"name": "Skyswimmer",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Skyswimmers are enormous, predatory leviathans that feed on drakes, rocs, griffins, and anything else they encounter as they soar through the clouds above Ravnica."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Skyswimmer.jpg"
					}
				}
			]
		},
		{
			"name": "Soldier",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Soldiers are found in many of Ravnica's guilds. The soldier stat block represents a typical member of the rank and file, though weaponry and armor can vary."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Sunder Shaman",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Gruul sunder shamans are angry giants that channel their rage into brutal attacks that deal overwhelming damage to foes and structures alike.",
										"These shamans sometimes lead hill giants and stone giants that also live among the Gruul Clans. They are occasionally joined by cyclopes, ettins, fomorians, and ogres. Like the rest of the Gruul, they hate the urban development that encroaches on the wilds where they once lived-not least because they have so much difficulty fitting inside the small structures. They delight in destroying such edifices, and in the heat of their rage, they walk through buildings, trample people underfoot, and generally cause as much chaos as possible. They often armor themselves with pieces of buildings and wield columns or other architectural elements as clubs."
									]
								},
								{
									"type": "entries",
									"name": "Giants",
									"entries": [
										"Giants use their tremendous size and strength to advance the cause of no less than four guilds. In the Boros Legion and the Orzhov Syndicate, they are cunning soldiers. The giants of the Cult of Rakdos and the Gruul Clans are no less effective but lack discipline."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Sunder Shaman.jpg"
					}
				}
			]
		},
		{
			"name": "Thought Spy",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Thought spies form the backbone of House Dimir's covert operations. They are trained in stealth and infiltration, tactics that they supplement with rigorously developed mental abilities. To ensure that no secrets slip through Dimir's fingers, they infiltrate rival guilds. In addition to traditional means of gathering intelligence, thought spies use their magic to spy on the thoughts of their targets."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Trostani",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The Selesnya guildmaster is an amalgamation of three dryads in body, will, and soul. Each dryad's body extends from a central trunk, so while they possess independent minds, they share a single name-Trostani and a single life force. Usually Trostani communicates the will of the Worldsoul with one voice, but she retains three distinct personalities that embody the three parts of the Selesnyan ideal: order, life, and harmony. In the midst of increasing tensions on Ravnica, the three personalities have recently been at odds over how best to navigate the conclave through such difficult times.",
										"Trostani spends most of her time in the towering tree of Vitu-Ghazi, the Selesnya guildhall. There she communes with Mat'Selesnya and with the dryads who lead individual Selesnya communities across Ravnica."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Trostani.jpg"
					}
				}
			]
		},
		{
			"name": "Undercity Medusa",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The medusas of Ravnica, often called gorgons, are a monstrous race of creatures that appear superficially similar to human women. In place of hair, a gorgon has a writhing mass of black, serpentine cables, and its hands are scaly claws.",
										"The gaze of a medusa's glowing eyes causes living tissue to petrify. The transformation is rapid, leaving the victim as a stone statue, usually frozen in a position of abject fear or agony-a fine trophy for the medusa's macabre collection. The medusa must exert its will to effect this transformation, so the gaze of a surprised or friendly Ravnican medusa is harmless.",
										"This deadly gaze attack gives medusas a degree of power among the Golgari that is out of proportion with their small numbers. Medusas command a significant share of the guild's smaller cells around Ravnica, and at least one medusa is thought to be angling for control of the entire guild at the moment.",
										"Not all gorgons are so ambitious; some prefer to simply stalk the endless shadows of the undercity like hungry predators."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Undercity Medusa.jpg"
					}
				}
			]
		},
		{
			"name": "Winged Thrull",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Winged thrulls are at once the most intelligent of Orzhov thrulls (which isn't saying much), as well as the smallest, most unobtrusive, and most mobile. They act as messengers and spies for their Orzhov masters and tend to mimic the mannerisms and movements of the oligarchs they serve."
									]
								},
								{
									"type": "entries",
									"name": "Thrulls",
									"entries": [
										"When the Orzhov Syndicate rips a soul from its body to create a spirit, the cast-off remains go to the fleshmages, who use their necromantic magic to liquefy the corpse and transform it into something useful. These creations become thrulls, obedient slaves that serve in a variety of menial roles: laborers, messengers, beasts of burden, and even fashion accessories for the elite. Whatever tasks they perform, they wear faceplates forged from devalued coinage to conceal their ghastly features.",
										{
											"name": "Construct Nature",
											"type": "entries",
											"entries": [
												"A thrull doesn't require air, food, drink, or sleep."
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Winged Thrull.jpg"
					}
				}
			]
		},
		{
			"name": "Wurm",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Wurms are huge creatures that resemble limbless, wingless dragons. They burrow through the earth and eat virtually anything they come across, and their movement accounts for much of the destruction in the rubblebelt regions of Ravnica. A wurm burrows through loose earth by using deep sonic vibrations to liquefy the earth in front of it and swim through the area. The soil resolidifies and closes behind it. Moving through rock is slower and more difficult, and the wurm leaves a tunnel in its wake. The Gruul Clans appreciate the devastation wurms can create, and the clans sometimes lure them into civilized areas where the destruction can be vast."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Wurm.jpg"
					}
				}
			]
		},
		{
			"name": "Zegana",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The regal and reticent Prime Speaker Zegana is the merfolk guildmaster of the Simic Combine. She upholds the traditional ways of the guild and its utopian philosophy, which espouses a vision of an ideal world in which nature and civilization coexist in perfect balance. Some people in the guild-members of the Adaptationist faction in particular-argue that her ways are outdated and the guild requires more practical leadership. In response, Zegana maintains that she serves as prime speaker only at the sufferance of the Speakers' Chamber, and if the other speakers wish to replace her, they are certainly within their rights to do so."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/GGR/Zegana.jpg"
					}
				}
			]
		}
	]
}
