Page 213 - Guildmasters' Guide to Ravnica
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MINOR ADAPTATIONS
d8 Minor Adaptation
Amorphous Structure. The krasis can move through a
space as narrow as 1 inch wide without squeezing.
CATEGORY 3 KRASIS 2 Aquatic. The krasis gains a swimming speed equal to
its walking speed.
Huge monstrosity, unaligned
3 Climbing Speed. The krasis gains a climbing speed
Armor Class 16 (natural armor) equal to its walking speed.
Hit Points 287 (25d12 + 125) 4 Cryptic Skin. The krasis can change color to match its
Speed 40 ft. surroundings. It has advantage on Dexterity (Stealth)
checks made to hide.
STR DEX CON INT WIS CHA 5 Heightened Awareness. The krasis can't be surprised,
23 (+6) 12 (+l) 21 (+5) 2 (- 4) 13 (+l) 8 (- 1) as a result of having sensitive barbels like a catfish,
stereoscopic vision like a chameleon, a tongue
Senses passive Perception l1 like a snake, eye stalks like a lobster, or an array of
Languages - several eyes.
Challenge 16 (15,000 XP)
6 Ink Cloud (Recharges after a Short or Long Rest). While
underwater, the krasis can use a bonus action to expel
Amphibious. The krasis can breathe air and water.
a cloud of ink and then move up to its speed. The ink
cloud is stationary and fills a 20-foot-radius sphere
ACTIONS
centered on a point in the krasis's space before it
Multiattack. The krasis makes three attacks: one with its bite, moves. The sphere is heavily obscured until the ink dis-
one with its claws, and one with its tail. perses after l minute. A strong current also disperses
the ink cloud.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one crea-
ture. Hit: 27 (6d6 + 6) piercing damage. 7 Leaping Legs. With or without a running start, the
krasis's long jump is 20 feet (category 1), 30 feet
Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. (category 2), or 40 feet (category 3). Its high jump is
Hit: 22 (3dl0 + 6) slashing damage. 10 feet (category l), 20 feet (category 2), or 30 feet
(category 3).
Tail. Melee Weapon Attack:+ 11 to hit, reach 15 ft., one target.
Hit: 33 (6d8 + 6) bludgeoning damage. If the target is a crea· 8 Stabilizing Legs. The krasis has several crablike legs.
ture, it must succeed on a DC 19 Strength saving throw or be As a result, it has advantage on Strength and Dex·
knocked prone. terity saving throws made against effects that would
knock it prone.
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