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The Orzhov Syndicate Imagine a cross between the Catholic Church at the height of its power and influence with the mafia, and you’ve basically got the Orzhov. Though run as a religion, the church is extremely corrupt and its leaders are unashamed in their pursuit of wealth and power.
To the Orzhov, death isn’t an end and it’s not a new beginning. If anything, it’s more of the same. After death, those who still owed debts to the Orzhov serve them in unlife as indentured zombie servants. All the leaders of the Orzhov continue expanding their power and influence after death.
M Touch of the Grave (Standard; at-will) ♦ necrotic
+8 vs. Fortitdude; 1d6+4 damage and target is weakened (save ends).
Haunting Echoes (Immediate Reaction, when reduced to 0 hit points) ♦ psychic
The enemy which reduced the spectre to 0 hit points takes ongoing 5 psychic damage and is weakened (save ends both).
Languages Understands common
Skills Stealth +10
Str 5 (-1)
Dex 17 (+5)
Wis 10 (+2)
Con 13 (+3)
Int 12 (+3)
Cha 20 (+7)
The Cult of Rakdos I’ll make this one simple. The Cult of Rakdos is Metalocalypse, and Rakdos himself is Dethklok. The other Ravnican guilds look to the cult for assassins and mercenaries, but the fact of the matter is everyone in the cult is psychotic and wants nothing more than to kill, destroy, and wreak havok in Rakdos’s name. Rakdos, for his part, is usually content to sit back and enjoy the antics, preferring to whip his followers into a frenzy and let them commit the carnage.
This wicked, curved dagger seems to drink in the blood of your foes.
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Special: The first time each encounter when you reduce a non-minion opponent’s HP to 0 using the Rakdos Riteknife, its enhancement bonus increases 1 point. If the Riteknife is at least level 20 or 25, instead it increases 2 points. If the Riteknife is level 30, instead it increases 3 points.
The Selesnya Conclave Depending on your point of view, the Selesnya are either a communal utopia, a utopian community, or a cult of brainwashed Janes. The conclave seeks peace and harmony with nature, which is somewhat difficult what with their being no nature left on Ravnica.
When you get right down to it, Ravnica’s a pretty dark world. Except for maybe the Boros, the Selesnya are about as close to good as you get on this plane.
Level 3 Controller (Leader)
Medium Natural Humanoid
Senses Perception +4
Soothing Song aura 10; Allies within the aura gain a +2 bonus to their Will defense.
HP 46; Bloodied 23
AC 17; Fortitude 15, Reflex 14, Will 18
M Mace (Standard; at-will)
+8 vs. AC; 1d6+3 damage.
R Light of the Selesnya (Cannot use, see below) ♦ convocation, radiant
Ranged 10; +7 vs. Reflex; 1d6+3 damage. Chanter may not use this power on her own; an ally must use the convoke power on her to trigger this power. Chanter may also use this power when granted a basic ranged attack by any other effect.
r Convoke (Standard; at-will)
Ranged 10; Targeted ally may make a basic attack or use a power with the convocation keyword.
c Chant of Vitu-Ghazi (Cannot use, see below) ♦ convocation
Close burst 10; one ally is protected. The next time during this encounter the protected ally would be dealt damage, it takes no damage instead. Chanter may not use this power on her own; an ally must use the convoke power on her to trigger this power.
a Entangling Roots (Cannot use, see below) ♦ convocation
Area 1 burst within 10 squares; all squares in burst are treated as difficult terrain until the end of the encounter. Chanter may not use this power on her own; an ally must use the convoke power on her to trigger this power.
Skills Nature +12
Str 10 (+1)
Dex 12 (+2)
Wis 17 (+4)
Con 14 (+3)
Int 12 (+2)
Cha 20 (+6)
Level 1 Minion
Tiny Elemental Animate
Senses Perception +1
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 14, Reflex 13, Will 13
M Slam (Standard; at-will)
+6 vs. AC; 4 damage
r Convoke (Standard; encounter)
Ranged 5; Targeted ally may make a basic attack or use a power with the convocation keyword.
Str 8 (-1)
Dex 13 (+1)
Wis 12 (+1)
Con 16 (+3)
Int 1 (-5)
Cha 4 (-3)
The Simic Combine Originally tasked with the preservation of Ravnican ecology, today the Simic are basically mad scientists. Like the proverbial asylum run by lunatics, the line between experimenter and experimentee within the guild is a fine one, if it exists at all.
While the Izzet are passionate researchers looking to expand their technical and magical knowledge, the Simic are at once both more rigorous and more reckless. The Simic’s method is more stringent and tempered, focused on perfection and improvements, but they also have few qualms about experimenting on the unwilling or on themselves. After all, who wouldn’t want to be improved?
Level 18 Solo Brute
Huge Aberrant Animate
Senses Perception +7; blindsight
HP 900; Bloodied 450
AC 32; Fortitude 35, Reflex 24, Will 22
Resist variable 5
Saving Throws +5
Action Points 2
m Slam (Standard; at-will)
+21 vs. AC; 3d8+7 damage.
Whenever any power targets Experiment Kraj, Kraj gains that power until the end of the encounter. Kraj has the same attack bonus and damage as the original power (i.e. don’t recalculate them based on Kraj’s stats).
Str 25 (+16)
Dex 6 (+7)
Wis 6 (+7)
Con 28 (+18)
Int 1 (+4)
Cha 1 (+4)
And that brings us to the end of this experiment. This weekend I’ll post a PDF with statblocks for all the creatures herein. Hope you enjoyed it!