TEXT:  
   
  LIFE AND DECAY 
  SECRETS OF THE GOLGARI SWARM 
  CHRISTOPHER WILLETT 
  WARNING: DO NOT INGEST MYSTERIOUS MUSHROOMS FOUND IN THE WILD. POISONING CAN HAVE SERIOUS HEALTH CONSEQUENCES SUCH AS FATAL LIVER 
  DAMAGE, FUNGAL GROWTHS, HYPERTRICHOSIS, HALLUCINATIONS, CUTANEOUS HORNS, AND APOCALYPTIC VISIONS. 
  
   
   
   
  Written by Christopher Willett 
  Life and Decay –Secrets of the Golgari Swarm 
  2 
   
  TABLE OF CONTENTS 
  Foreword ........................................................................................................................................................... 3 
  Secrets of the Undercity ............................................................................................................................................................................ 4 
  Golgari Trinkets ............................................................................................................................................................... 4 
  Weird Mushrooms .......................................................................................................................................................... 4 
  New Race .......................................................................................................................................................................................... 5 
  Gorgon ....................................................................................................................................................................... 5 
  Bestiary ............................................................................................................................................................................................. 6 
  Corpsejack Menace................................................................................................................................................................................ 6 
  Giant Beetle......................................................................................................................................................................... 7 
  Fungus Zombie ...................................................................................................................................................................................... 7 
  Fungus Zombie Template .................................................................................................................................................... 8 
  Fungus Zombie Dragon .......................................................................................................................................................................... 8 
  Ochran Assassin .................................................................................................................................................................. 9 
  Rotwurm .............................................................................................................................................................................................. 10 
  Swarmlord ......................................................................................................................................................................... 11 
  Varolz, the Scar-Striped ....................................................................................................................................................................... 12 
  Violent Fungus................................................................................................................................................................... 12 
   
   
   
   
   
  ACKNOWLEDGMENTS: I WOULD LIKE TO THANK STERLING FOR HIS LORE KNOWLEDGE, JOHN FOR PUNCHING UP MY WRITING, AND TIM FOR BEING HELPFUL IN SPIRIT.    
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  Written by Christopher Willett 
  Life and Decay –Secrets of the Golgari Swarm 
  3 
   
  FOREWORD 
  During my first year of boy scouts I met my best friend Jack. He taught me how to play Magic the Gathering 
  and showed me my very first Dungeons and Dragons Player’s Handbook (3rd edition). I was instantly hooked. 
  Everything about it drew me in. I was obsessed with the spells, the monsters, the artwork, and the endless font of 
  creativity cascading out of my head. I got my first Magic cards when I traded for them on a boy scout camping 
  trip. By the end of that trip I had a shoebox full of commons and uncommons. I would later trade those cards to 
  Jack in exchange for his Player’s Handbook. I poured over it endlessly. When a bully at school ripped the pages 
  from the binding, the school librarian repaired it for me. When the cover was damaged I duct taped it back 
  together. On one camping trip, someone spilled blood on its pages. Jack and I spent hours designing and 
  developing imaginary worlds. At one point, we set to work creating a Dungeons and Dragons campaign that you 
  could play in the various worlds of Magic.  
  Eventually, our families both moved to different states. We kept in touch and spent summers together when I 
  was in college. I only got to spend a few of those summers with my friend before he died. Both Dungeons and 
  Dragons and Magic the Gathering are very special to me. Getting to write this book and share it with the world 
  really is a dream made reality for me. Thank you for purchasing Life and Decay, your support means a lot to me.  
  Life and Decay is a collection of creatures that can be found in the Undercity, the dark domain of the Golgari 
  Swarm. It includes trinkets you can dish out to your players as they explore the endless tunnels beneath the 
  streets of Ravnica. It also has rules for the magical mysterious mushrooms which have strange and chaotic magical 
  effects. It has rules to play as a 
  gorgon, a new race inspired by the 
  planeswalker Vraska. Finally, it 
  includes seven new monsters 
  Life and Decay is just an excerpt 
  from a much larger book by the 
  Simic bioengineer and zoographer 
  Yonta. She wrote The Manual of 
  Ravnican Zoology, which is required 
  reading for students at all the most 
  prestigious academies in Ravnica. 
  She crawled through the deepest 
  cesspits beneath the city streets and 
  climbed to the top of the highest 
  glittering towers. She studies the 
  various people and creatures that 
  call that plane home. She collected 
  notes, descriptions, and diagrams of 
  thousands of never seen creatures. 
  She was the toast of the town after 
  presenting her findings to the Simic 
  Combine, which makes her unsolved 
  murder even more tragic.  
   
   
  
   
   
   
  Written by Christopher Willett 
  Life and Death – Monsters for the Golgari Swarm 
  4 
  SECRETS OF THE UNDERCITY 
  GOLGARI TRINKETS 
  Characters who explore through the tunnels of the 
  undercity will find all sorts of strange detritus that has 
  found its way into the darkness below. These can be 
  items the characters find in a hidden cache, among the 
  muck, or slipped into the treasure of a monster.  
  d8 
  Trinket 
  1 
  A mud encrusted child’s toy that still marches 
  around when cranked 
  2 
  A gold ring with the words “Eternity” 
  inscribed on the inside 
  3 
  A wristwatch. It still works! 
  4 
  A caiman, a small alligator that when fully 
  grown is only the size of your hand.  
  5 
  A waterproof scroll case with secrets inside.  
  6 
  A vial of Golgari perfume. It smells 
  disgusting. 
  7 
  A weird mushroom. It smells delicious. 
  8 
  A tiny clockwork musical movement. When 
  cranked it plays the song Three Trolls and a 
  Goat. 
   
   
   
   
   
   
   
  MYSTERIOUS MUSHROOMS 
  The mushrooms of the undercity are often found 
  sprouting from sewage, filth and rotting corpses. 
  Some of these mushrooms are edible, identified by 
  their appetizing scent. A mysterious mushroom is a 
  delicacy worth 1 gp to any tavern or restaurant, 
  though consuming one may have strange side effects.  
   
  d20 
  Weird Mushrooms 
  1 
  You can now use your index finger and 
  middle finger as a pair of functional scissors. 
  2 
  Your mouth emits light, illuminating 5 ft. for 
  the next 2d6 hours. 
  3 
  You gain a breath attack with wand of 
  wonder effect, usable once. 
  4 
  You gain temporary invulnerability, +2 AC 
  until they get hit by something or take a 
  short rest. Whichever comes first. 
  5 
  You gain +2 to your highest attribute for 
  1d6 hours. 
  6 
  You gain advantage on your next attack 
  roll. 
  7 
  You gain disadvantage on your next attack 
  roll. 
  8 
  A swarm of insects (wasps) comes shooting 
  out of your mouth and attacks everyone 
  nearby.  
  9 
  Anyone who touches the character for the 
  next 1d6 hours needs to make a saving 
  throw or is poisoned. The save DC is equal 
  to 10 + the character’s level + his 
  constitution modifier. 
  10 
  For the next 1d6 hours, you gain advantage 
  on initiative rolls. 
  11 
  You gain 3d20 XP. 
  12 
  You grow animal horns (DM’s choice of 
  moose antlers, ram horns, bull horns, etc.) 
  13 
  Fungus starts to grow over your body. +1 
  AC, -1 Charisma for 1d6 days. 
  14 
  You sprout a singing venus flytrap on your 
  shoulder, it sings when you are happy. 
  15 
  You puke 2d10 gold coins. 
  16 
  You can understand all languages for the 
  next 1d6 hours. 
  17 
  You have an apocalyptic vision of a terrible 
  future, in which an evil dragon, who has 
  conquered other worlds, takes over Ravnica. 
  18 
  You either grow a thick luxurious beard or 
  your hair grows down to your waist. 
  19 
  You speak in frog-like croaks for the next 
  1d6 hours. 
  20 
  You grow as though you have cast enlarge 
  on yourself. 
   
   
  
   
   
   
  Written by Christopher Willett 
  Life and Death – Monsters for the Golgari Swarm 
  5 
  NEW RACE 
  GORGON 
  A race of serpentine humanoids whose 
  characteristic long, sinuous hair is made of snakes, the 
  gorgons are both beautiful and terrifying. Their skin is 
  dusky grey, covered in glistening snake scales. Their 
  ophidian features cut an intimidating presence among 
  the streets of Ravnica—both a blessing and a curse.  
   
  A DOWNTRODDEN RACE 
  Among the various creatures that make up the 
  Golgari Swarm, the gorgons get the worst treatment. 
  This is the result of a failed coup attempt by three 
  gorgons who called themselves the Sisters of Stone 
  Death. Gorgons have been treated with suspicion by 
  other members of the swarm as well as those from 
  outside of the guild. Years ago, the Azorius Senate 
  rounded up members of the Golgari and imprisoned 
  them. Soon the prisoners outnumbered the guards, 
  leading to a deadly prison riot. Several gorgons 
  were caught up in this roundup.  
   
  A HIDDEN PEOPLE 
  Gorgons prefer to not dwell in large communities, 
  especially not on the surface. The solitude of the 
  sewers, caverns and abandoned places of civilization 
  appeals to their reclusive habits and feeds into the 
  mythos of their legendary race. Until recently, the 
  Sisters of Stone Death were believed to be the only 
  gorgons on Ravnica.   
   
  KOROZDA, THE MAZE OF DECAY 
  Korozda is an immense circular maze of overgrown 
  fungi that surrounds Svogthos, the Golgari guildhall. 
  Within Korozda, the gorgons keep their only village: 
  a fungus-encrusted ruin called Stonehome, known for 
  its garden of lifelike statues, a warning to trespassers.  
    
  GORGON NAMES 
  Gorgon names tend to have a melodic tone to 
  them and make use of uncommon consonants.  
  Gorgon Names: Vraska, Lexya, Lydya, Ludmilla, 
  Visara, Zorella, Zurilla, and Gorsava.  
   
  GORGON TRAITS 
  Ability Score Increase. Your Constitution score 
  increases by 2, and your Charisma score increases by 
  1.  
  Age. Gorgons reach physical maturity at the same 
  age that humans do, however, gorgons possess an 
  unnaturally long lifespan thriving for hundreds of 
  years.  
  Alignment. As members of the Golgari Swarm, most 
  Gorgon align with their goals. They believe that life 
  and death are both natural, growth is ruthless and 
  inevitable.  
  Size. Gorgons are thin and lithe, standing between 
  five and six feet tall with a slender build.  
  Darkvision. Gorgons are accustomed to the grim 
  darkness of the sewers beneath Ravnica. You have 
  superior vision in dark and dim conditions. You can 
  see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. 
  You can’t discern color in darkness, only shades of 
  grey.  
  Petrifying Gaze. You can use your action to petrify 
  foes simply by making eye contact. Target a creature 
  within 30 feet that can see you. That creature must 
  make a Constitution saving throw or have its speed 
  reduced to 0 and become Restrained. A creature 
  effected by petrifying gaze may make a new saving 
  throw against it at the end of its turns, remaining 
  restrained until it succeeds. The DC for this saving 
  throw equals 8 + your Constitution modifier + your 
  proficiency bonus. After you use your petrifying gaze, 
  you can’t use it again until you complete a short or 
  long rest. At 13th level, The creature may no longer 
  make secondary saving throws, remaining petrified 
  until freed by greater restoration, stone to flesh or 
  other magic. 
  Languages. Gorgons can speak, read, and write 
  Common and Gorgon.  
   
  “Gorgons crave beautiful things: gems, exquisite 
  amulets, the alabaster corpses of the petrified 
  dead…” 
  -Excerpt from The Manual of Ravnican Zoology 
  by Yonta, Simic Bioengineer  
  
   
   
   
  Written by Christopher Willett 
  Life and Death – Monsters for the Golgari Swarm 
  6 
  BESTIARY 
   
  The following pages feature stat blocks for 
  creatures that can be found in the Undercity beneath 
  Ravnica.  
  CORPSEJACK MENACE 
  The original corpsejacks were created by the 
  fungus-binders of the Lotleth as a solution to the 
  blocking of pipes deep within the undercroft. Strong, 
  simple minded and requiring very little maintenance, 
  the Corpsejacks are at home consuming the filth and 
  garbage floating in the sewers.  
  Unfortunately, they soon grew out of control, 
  leading to overpopulation. Corpsejacks aren’t used 
  by the workers anymore, instead they are running 
  loose causing problems for Golgari and outsiders 
  alike. Corpsejacks spend most of their time just filter 
  feeding trash, but they also have a taste for flesh.  
  They can be found wandering the endless mazes 
  and twisting pipes of the Undercity. Among the Lotleth 
  it is a rite of passage to kill one. Among the Golgari 
  druids, corpsejacks are desirable pets.  
   
   
  CORPSEJACK MENACE 
  Huge plant, unaligned 
  Armor Class 17 (natural armor) 
  Hit Points 231 (22d12 + 88) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  20 (+5) 
  8 (-1) 
  18 (+4) 
  5 (-3) 
  10 (+0) 
  5 (-3) 
  Skills Stealth +3 
  Damage Resistance bludgeoning, piercing, and slashing 
  from nonmagical attacks.  
  Condition Immunities blinded, deafened, exhaustion 
  Senses blindsight 30 ft., passive Perception 10 
  Languages --  
  Challenge 12 (8,400 XP) 
  Plant Camouflage. The corpsejack menace has 
  advantage on Dexterity (Stealth) checks it makes in any 
  terrain with ample obscuring plant life.  
  Regeneration. The corpsejack menace regains 10 hit 
  points at the start of its turn. If it takes cold, fire, or necrotic 
  damage, this trait doesn’t function at the start of the 
  corpsejack menace’s next turn. The corpsejack menace 
  dies only if it starts its turn with 0 hit points and does not 
  regenerate.  
  ACTIONS 
  Multiattack. The corpsejack menace makes two slam 
  attacks. 
  Slam. Melee Weapon Attack: +9 to hit, reach 15 ft., one 
  target, Hit: 31 (4d12 + 5) bludgeoning damage 
   
  
   
   
   
  Written by Christopher Willett 
  Life and Death – Monsters for the Golgari Swarm 
  7 
  GIANT BEETLE 
  Giant beetles are very common beasts of burden 
  for the Street Swarm, the Golgari labor class. Rot 
  farmers use them to plow furrows through the muck 
  and they pull wagons laden with rubble. The kraul 
  ride Giant Beetles into battle. These massive insects 
  are also favored for their ability to fly, carrying huge 
  loads up and down the pits from the surface to the 
  Undercity. They are skilled climbers capable of 
  crawling up and down the spires of Ravnica.  
  Giant beetles are bred for their brilliant iridescent 
  shells, often harvested and carved into intricate 
  glimmering jewelry. Steamed beetle meat is also a 
  favorite delicacy among the Street Swarm laborers. 
  It’s cheap and it comes loaded with butter on a thick 
  roll.    
   
  FUNGUS ZOMBIE 
  Ophiocordyceps Arcanilateralis, also commonly 
  known as Dead Man’s Master, is a particularly nasty 
  strain of parasitic fungus that latches onto the host’s 
  brain and takes control of its body. The life cycle of 
  the fungus begins when spores are inhaled by an 
  unfortunate host, spreading through their body and 
  brain through the blood stream. Once taken root, the 
  fungus causes the host to begin to act erratically. The 
  terrified, hallucinating host abhors light, seeks warm, 
  wet environments, forcing it to journey deep into the 
  undercity. Eventually, the host succumbs to the 
  parasite, the corpse blossoming with a bed of spores 
  ready for the next victim to come along. The Golgari 
  consider Dead Man’s Master so dangerous that they 
  exclusively use condemned criminals to investigate 
  and cleanse reported sightings of it.   
   
  “Some Golgari insects live for centuries—and they 
  never stop growing.” 
  -Excerpt from The Manual of Ravnican Zoology 
  by Yonta, Simic Bioengineer  
  GIANT BEETLE 
  Huge beast, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 42 (4d12 + 16) 
  Speed 30 ft., climb 20 ft., fly 20 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  20 (+5) 10 (+0) 19 (+4) 
  2 (-4) 
  10 (+0) 
  3 (-4) 
  Senses darksight 60 ft., passive Perception 11. 
  Languages -- 
  Challenge 2 (450 XP) 
  False Appearance. While the tree remains motionless, it is 
  indistinguishable from a dead tree. 
  ACTIONS 
  Pincers. Melee Weapon Attack: +7 to hit, reach 15 ft., one 
  target, Hit: 19 (3d8 + 5) piercing damage 
   
  FUNGUS ZOMBIE 
  Medium plant, neutral evil 
  Armor Class 10 (natural armor) 
  Hit Points 53 (7d8 + 21) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  13 (+1) 
  6 (-2) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  5 (-3) 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darksight 60 ft., passive Perception 8 
  Languages understands all languages it spoke in life but 
  can’t speak 
  Challenge 1/2 (100 XP) 
   
  Death Burst. The fungus zombie explodes when it 
  drops to 0 hit points. Each creature within 20 feet of it must 
  succeed on a DC 15 Constitution saving throw or take 10 
  (3d6) poison damage and become infected with a disease 
  on a failed save. Creatures immune to the poisoned 
  condition are immune to this disease.  
  Fungus spores invade an infected creature’s system, 
  killing the creature in a number of hours equal to 1d12 + 
  the creatures Constitution score, unless the disease is 
  removed. In half that time, the creature becomes poisoned 
  for the rest of the duration. After the creature dies, it rises 
  as a fungus zombie in an hour.  
  ACTIONS 
  Multiattack. The fungus zombie makes two slam attacks.  
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target, Hit: 4 (1d6 + 1) bludgeoning damage 
   
  
   
   
   
  Written by Christopher Willett 
  Life and Death – Monsters for the Golgari Swarm 
  8 
  Fungus Zombie Template 
  Any creature can become infected with the Dead 
  Man’s Master fungus. A creature animated by the 
  fungus gains the following features:  
  Retained Characteristics. The fungus zombie 
  retains its Armor Class, hit points, Hit Dice, Strength, 
  Dexterity, Constitution, vulnerabilities, resistances, and 
  immunities.  
  Lost Characteristics. The fungus zombie loses its 
  original saving throw and skill bonuses, special senses, 
  and special traits.  
  Type. The fungus zombie’s type is plant and it 
  loses any tags.  
  Alignment. The fungus zombie is neutral evil.  
  Ability Scores. The fungus zombie’s ability scores 
  change as follows: Int 3 (-4), Wis 6, Cha 1.  
  Immunities. The fungus zombie is immune to poison 
  damage and the poisoned condition.  
  Languages. The fungus zombie can understand all 
  languages it spoke in life but cannot speak.  
  Attacks. The fungus zombie retains any attacks it 
  had in life. But if it has no other means of dealing 
  damage, it can use its fists or limbs to make unarmed 
  strikes.  
  Deathburst. The fungus zombie gains death burst.  
  Fungus Zombie Dragon 
  The Dead Man’s Master fungus can infect any 
  creature, even something as terrifying as a dragon. 
  There are rumors among the Golgari Street Swarm of 
  one such creature that lairs in a deep and forgotten 
  hole. The knowledge that a creature as horrifying as 
  that rests beneath the bustling cobblestones of 
  Ravnica is enough to keep even the most stalwart 
  heart awake at night.  
   
   
  FUNGUS ZOMBIE DRAGON 
  Huge plant, neutral evil 
  Armor Class 19 (natural armor) 
  Hit Points 195 (17d12 + 85) 
  Speed 40 ft., fly 80 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  23 (+6) 14 (+2) 21 (+5) 
  3 (-4) 
  6 (-2) 
  5 (-3) 
  Damage Immunities poison, acid 
  Condition Immunities poisoned 
  Senses darksight 60 ft., passive Perception 8 
  Languages understands all languages it spoke in life but 
  can’t speak 
  Challenge 14 (11,500 XP) 
   
  Death Burst. The fungus zombie dragon explodes 
  when it drops to 0 hit points. Each creature within 20 feet of 
  it must succeed on a DC 18 Constitution saving throw or 
  take 10 (3d6) poison damage and become infected with a 
  disease on a failed save. Creatures immune to the 
  poisoned condition are immune to this disease.  
  Fungus spores invade an infected creature’s system, 
  killing the creature in a number of hours equal to 1d12 + 
  the creatures Constitution score, unless the disease is 
  removed. In half that time, the creature becomes poisoned 
  for the rest of the duration. After the creature dies, it rises 
  as a fungus zombie in an hour.  
  ACTIONS 
  Multiattack. The fungus zombie dragon makes three 
  attacks: one with its bite and two with its claws.  
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target, Hit: 17 (2d10 + 6) piercing damage 
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target, Hit: 13 (2d6 + 6) slashing damage 
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one 
  target, Hit: 15 (2d8 + 6) bludgeoning damage 
  Acid Breath (Recharge 5-6). The dragon exhales 
  poisonous spores in a 60-foot cone. Each creature in that 
  area must make a DC 18 Constitution saving throw, taking 
  56 (16d6) poison damage on a failed save, or half as much 
  damage on a successful one.  
   
  “The Golgari support a vast army because death 
  never ends its soldiers’ service. The Golgari don’t 
  bury their dead. They plant them. Weakness is not 
  in the nature of the Swarm.” 
  -Excerpt from The Manual of Ravnican Zoology 
  by Yonta, Simic Bioengineer  
  
   
   
   
  Written by Christopher Willett 
  Life and Death – Monsters for the Golgari Swarm 
  9 
  OCHRAN ASSASSIN 
  Most of Ravnica’s considers the Ochran to be an 
  urban legend, but they are very real. The Ochran are 
  a secret cult of mercenaries that operate out of the 
  Undercity and specialize in vengeance killings.  
  The Ochran were led by the gorgon Vraska 
  before she replaced Jarad vod Savo as the guild 
  leader. She used the Ochran as her own personal 
  enforcers, taking vengeance on those among the 
  Azorius Senate who arrested her and brutalized her. 
  The Ochran are wanted for several high-profile 
  murders including the death of Judge Azka, who had 
  their heart carved out of their chest. Arbiter Zivan 
  was drained of all his blood. The slumlord Branko 
  One-ear had his brain removed.  Finally, Arbiter 
  Relov has gone missing. The Azorius Senate lay all 
  these charges at the feet of the Ochran and their 
  mysterious leader known only to the Azorius as “The 
  Unseen.”  
  OCHRAN ASSASSIN 
  Medium Humanoid (Elf), any nongood 
  Armor Class 14 (leather armor) 
  Hit Points 150 (20d8 + 60) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  10 (+0) 19 (+4) 16 (+3) 13 (+1) 12 (+1) 14 (+2) 
  Saving Throws Dex +3, Int +4 
  Skills Perception +9, Stealth +12 
  Damage Immunities poison 
  Condition Immunities frightened 
  Senses darksight 60 ft., passive Perception 15 
  Languages Common, Elvish, and Thieves’ Cant 
  Challenge 9 (5,000 XP) 
  Assassinate. During its first turn, the Ochran assassin has 
  advantage on all attack rolls against any creature that 
  hasn’t taken a turn. Any hit the Ochran assassin scores 
  against a surprised creature is a critical hit. 
  Sneak Attack (1/Turn). The Ochran assassin deals an 
  extra 14 (4d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when the 
  target is within 5 feet of an ally of the assassin that isn’t 
  incapacitated and the assassin doesn’t have disadvantage 
  on the attack roll. 
  ACTIONS 
  Multiattack. The Ochran assassin makes two short sword 
  attacks.  
  Short Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target, Hit: 6 (1d6 + 4) piercing damage, and the target 
  must make a DC 15 Constitution saving throw, taking 32 
  (9d6) poison damage on a failed save, or half as much 
  damage on a successful one. 
  Light Crossbow. Ranged Weapon Attack: +6 to hit, range 
  80/320 ft., one target, Hit: 7 (1d8 + 3) piercing damage, 
  and the target must make a DC 15 Constitution saving 
   
   
    
   
   
   
    
   
   
  “For the Ochran Assassin, the dagger is just a 
  distraction. She carries the real killer in a vial at 
  her side.” 
  -Excerpt from The Manual of Ravnican Zoology 
  by Yonta, Simic Bioengineer  
  
   
   
   
  Written by Christopher Willett 
  Life and Death – Monsters for the Golgari Swarm 
  10 
  ROTWURM 
  Svogthir was the parun of the Golgari Swarm, the 
  ancient founder of the guild, as well as a powerful 
  necromancer. He used his magic to become a lich and 
  to produce all manner of stranger creatures to serve 
  the Golgari Swarm. Part of the reason the Golgari 
  Swarm is the largest guild on Ravnica is because it 
  grows as everything dies.  
   
   
   
   
   
  Svogthir created the first Rotwurms using the 
  corpses of the wurms created by the Selesnya 
  Conclave. It is unknown how many of these massive 
  undead beasts are currently under the control of 
  Golgari necromancers. 
   
   
  “Like corpse-worms through a carapace, 
  rootworms slide through the hollowed bones of the 
  undercity.” 
  -Excerpt from The Manual of Ravnican Zoology 
  by Yonta, Simic Bioengineer  
  ROTWURM 
  Gargantuan Undead, unaligned 
  Armor Class 18 (natural armor) 
  Hit Points 248 (15d20 + 90) 
  Speed 30 ft., burrow 30 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  28 (+9) 
  7 (-2) 
  22 (+6) 
  6 (-2) 
  6 (-2) 
  3 (-4) 
  Damage Resistances necrotic 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Senses blindsight 60 ft. 
  Languages -- 
  Challenge 16 (15,000 XP) 
  Tunneler. The rotwurm can burrow through solid rock at 
  half its burrow speed and leaves a 10 foot-diameter tunnel 
  in its wake.  
  Undead Fortitude. If damage reduces the rotwurm to 0 hit 
  points, it must make a Constitution saving throw with a DC 
  of 5 + the damage taken, unless the damage is radiant or 
  from a critical hit. On a success, the rotwurm drops to 1 hit 
  point instead.  
  ACTIONS 
  Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one 
  target, Hit: 27 (5d6 + 7) piercing damage. If the target is a 
  Large or smaller creature, it must succeed on a DC 20 
  Dexterity saving throw or be swallowed by the rootworm. A 
  swallowed creature is blinded and restrained, has total 
  cover against attacks and other effects outside the 
  rootworm, and takes 17 (5d6 necrotic damage at the start 
  of each of the rotwurm’s turns. If the rootworm takes 30 
  damage or more on a single turn from a creature inside it, 
  the rootworm can regurgitate all swallowed creatures.  
  
   
   
   
  Written by Christopher Willett 
  Life and Death – Monsters for the Golgari Swarm 
  11 
  Swarmlord 
  In the deep darkness of the Undercity it is not 
  uncommon for the creatures who skitter in the shadows 
  to band together. Ants form colonies, bees create 
  hives, and even a cockroach enjoys a little company 
  from time to time. Sometimes these critters form into a 
  semblance of a humanoid body bound by some sort 
  of malevolent magic.  
  The old timers in the tunnels claim the bugs feed 
  off the magical energy found deep in the core of 
  Ravnica. Others feel that it is a bleed off from the 
  magical spells cast by the old Golgari guild leader 
  Svogthir, the God Zombie. However, it is just as likely 
  that these sentient swarms are just a rare natural 
  occurrence on Ravnica.  
  Swarmlords are often made up of millions of 
  cockroaches that stomp through the tunnels and mazes 
  of the Undercity until they stumble upon their prey, 
  alive or dead, engulfing it and picking it clean with 
  tens of millions of tiny mouths. 
   
   
   
   
  SWARMLORD 
  Large swarm of tiny beasts, unaligned 
  Armor Class 12 (natural armor) 
  Hit Points 60 (7d10 + 21) 
  Speed 30 ft., climb 30 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  19 (+4) 
  8 (-1) 
  16 (+3) 
  6 (-2) 
  7 (-2) 
  3 (-4) 
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned 
  Senses blindsight 30 ft. 
  Languages -- 
  Challenge 3 (700 XP) 
  Swarm. The swarmlord can occupy another creature’s 
  space and vice versa, and the swarm can move through 
  any opening large enough for a tiny insect. The swarm 
  can’t regain hit points or gain temporary hit points. 
  Avoidance. If the swarmlord is subjected to an effect that 
  allows it to make a saving throw to only take half damage, 
  it instead takes no damage if it succeeds on the saving 
  throw, and only half damage if it fails.  
  ACTIONS 
  Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one 
  target in the swarm’s space, Hit: 14 (3d8) piercing damage, 
  or 7 (2d8) piercing damage if the swarmlord has half of its 
  hit 
  i t   
  “After fear and weakness rot away, that which 
  remains is stronger than its living form.” 
  -Excerpt from The Manual of Ravnican Zoology 
  by Yonta, Simic Bioengineer  
  
   
   
   
  Written by Christopher Willett 
  Life and Death – Monsters for the Golgari Swarm 
  12 
  Varolz, the Scar-Striped 
  Varolz is a fearsome troll warrior who was chosen 
  by the Golgari Swarm to be their maze runner. Each 
  guild had to choose a champion to make their way 
  through the Implicit Maze, and Varolz was chosen 
  because he was one of the toughest fighters in the 
  Undercity. He is notoriously hard to kill.  
  The key to Varolz’s longevity is a symbiotic fungus 
  growing on his body. Tremella Cinnaterica or more 
  commonly known as orange jelly fungus or wizard’s 
  butter. Every time he is wounded in battle, the fungus 
  spreads to fill in his wounds. It could be a unique 
  species, since previously it had only been seen 
  growing on trees. It is edible; however, it is bland and 
  flavorless.   
  It is rumored that Valroz was originally a Gruul 
  warrior. He contracted his fungus while fighting in the 
  Undercity, rather than risk it spreading to others in the 
  guild he was banished. He returned to the undercity, 
  to live among the Lotleth fungus binders.  
  VIOLENT FUNGUS 
  It is estimated that there are anywhere between 2 
  million and 3 million different species of fungi on Ravnica. 
  Some can be eaten, and some can eat you. The violent 
  fungus is a carnivorous mushroom, waiting patiently for a 
  creature to disturb the air nearby before it strikes with a 
  spray of caustic spores that dissolve the flesh and bone 
  into a viscous slurry. A fully grown violet fungus can 
  consume a dairy cow in 4 hours, breaking down its entire 
  body into a puddle of dissolving meat over the course of 
  minutes. Cautious mycologists suggest immediately leaving 
  the vicinity of a violent fungus, lest you share the fate of 
  many a reckless mycologist.  
  VAROLZ, THE SCAR-STRIPED 
  Huge giant, chaotic evil 
  Armor Class 18 (natural armor) 
  Hit Points 279 (29d12 + 90) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  21 (+5) 15 (+2) 22 (+6) 
  9 (-1) 
  11 (+0) 
  5 (-3) 
  Saving Throws Wis +5, Con +11 
  Skills Perception +5 
  Damage Resistances bludgeoning, piercing from nonmagical 
  attacks.  
  Condition Immunities frightened, poisoned 
  Senses darksight 60 ft., passive Perception 15 
  Languages Giant 
  Challenge 14 (11,500 XP) 
  Keen Senses. Varolz has advantage on Wisdom (Perception) 
  checks that rely on smell or sight. 
  Regeneration. Varolz regains 10 hit points at the start of his 
  turn. If Varolz takes acid or fire damage, he regains only 5 hit 
  points at the start of his next turn. Varolz dies only if he is hit 
  by an attack that deals 10 or more acid or fire damage while 
  he has 0 hit points.  
  Scavenge. If Varolz begins his turn within 30 ft. of a corpse 
  he gains advantage on all saving throws until his next turn.   
  ACTIONS 
  Multiattack. Varolz makes two attacks with his dagger or his 
  claws. 
  Venomous Dagger. Melee Weapon Attack: +13 to hit, reach 
  10 ft., one target, Hit: 15 (3d4 + 5) piercing damage plus 15 
  (3d10) poisoned damage 
  Claws. Melee Weapon Attack: +13 to hit, reach 15 ft., one 
  target, Hit: 16 (3d6 + 5) slashing damage. If the target is a 
  creature, it must succeed on a DC 18 Constitution saving 
  throw or contract a symbiotic fungus. The target regains 1 hit 
  point at the start of its turn until the fungus is cured. Each time 
  the target regains 1 hit point the fungus spreads. If the 
  number of hit points regained equal the target’s hit point 
  maximum then the fungus takes root, granting a -1 to the 
  target’s Charisma. The fungus can only be removed by fire, 
  acid, or magical means.  
   
  VIOLENT FUNGUS 
  Huge plant, neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 149 (13d12 + 65) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  23 (+6) 10 (+0) 20 (+5) 
  6 (-2) 
  10 (+0) 
  3 (-4) 
  Condition Immunities blinded, deafened 
  Senses darksight 60 ft., blindsight 30 ft. 
  Languages -- 
  Challenge 7 (2,900 XP) 
  False Appearance. While the fungus remains motionless, 
  it is indistinguishable from a mushroom. 
  ACTIONS 
  Multiattack. The tree makes 1d4 rotting attacks. 
  Rotting touch. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target, Hit: 19 (3d8 + 6) necrotic damage 
  Caustic Spores (1/day). The Violent Fungus releases 
  spores in a 30-foot cone. Each creature inside the cone 
  must succeed on a DC 15 Dexterity saving throw or take 
  11 (3d6) acid damage at the start of each of the Violent 
  Fungus’s turns. A creature can repeat the saving throw at 
  the end of its turn ending the effect on itself on a success.  
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Christopher Willett/Life and Decay - Secrets of the Golgari Swarm.pdf