Anarch
Guildmasters' Guide to Ravnica p. 239
- Size
- Medium
- Type
- humanoid (any race)
- Alignment
- chaotic neutral
- AC
- 13 (hide armor)
- Hit Points
- 11 (2d8+2)
- Speed
- walk 30 ft.
- Skills
- Perception +2, Survival +2
- Passive Perception
- 12
- Languages
- any one language (usually Common)
- Challenge
- 1/4
STR
14
+2
DEX
13
+1
CON
12
+1
INT
9
−1
WIS
11
+0
CHA
10
+0
Traits
Aggressive
As a bonus action, the anarch can move up to its speed toward a hostile creature it can see.
Siege Monster
The anarch deals double damage to objects and structures.
Actions
Spiked Club
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 7 (1d10 + 2) piercing damage if used with two hands.
Other data
description
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.