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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