Horrors are barely sentient living nightmares pressed into service by the guilds of Ravnica to stalk and, occasionally, kill their enemies—and no guild makes greater use of horrors than House Dimir. Horrors come in three varieties: flying horrors, shadow horrors and skittering horrors.
With their extraordinary Dexterity putting all their other abilities to shame, flying horrors are shock attackers that terrify their targets, maul them, then skedaddle. Their 120-foot darkvision and Sunlight Sensitivity inform us that they’re active exclusively at night. They use their impressive Stealth skill to get within 90 feet of their targets, then on their next turn use their full 60-foot flying movement to get close enough to let loose a Frightening Screech against those targets, along with any and all allies present.
This maneuver would be more impressive if the DC on it were higher: Given that House Dimir doesn’t send out flying horrors willy-nilly but rather aims them at specific enemies, it seems uncharacteristically sloppy for them to use an asset against which a target will succeed on their saving throw at least one-third of the time and in many cases even more often than that. Not only that, but the target gets to repeat that saving throw at the end of each of its turns, so even if it fails the first time, it will probably succeed on the second or third. But it’s what the flying horror’s got, so we may as well use it.
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