Guildmasters Guide to Ravnica

(Nancy Kaufman) #1

CATEGORY 3 KRASIS


Huge monstrosity, unaligned

Armor Class 16 (natural armor)
Hit Points 287 (25d12 + 125)
Speed 40 ft.

STR
23 (+6)

DEX
12 (+l)

CON
21 (+5)

Senses passive Perception l1
Languages-
Challenge 16 (15,000 XP)

INT
2 (-4)

WIS
13 (+l)

Amphibious. The krasis can breathe air and water.

ACTIONS

CHA
8 (- 1)

Multiattack. The krasis makes three attacks: one with its bite,
one with its claws, and one with its tail.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one crea-
ture. Hit: 27 (6d6 + 6) piercing damage.
Claws. Melee Weapon Attack: + 11 to hit, reach 10 ft., one target.
Hit: 22 (3dl0 + 6) slashing damage.

Tail. Melee Weapon Attack:+ 11 to hit, reach 15 ft., one target.
Hit: 33 (6d8 + 6) bludgeoning damage. If the target is a crea·
ture, it must succeed on a DC 19 Strength saving th row or be
knocked prone.

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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.
2 Aquatic. The krasis gains a swimming speed equal to
its walking speed.
3 Climbing Speed. The krasis gains a climbing speed
equal to its walking speed.
4 Cryptic Skin. The krasis can change color to match its
surroundings. It has advantage on Dexterity (Stealth)
checks made to hide.
5 Heightened Awareness. The krasis ca n't be su rprised,
as a result of having sensitive barbels like a catfish,
stereoscopic vision like a chameleon, a tongue
like a snake, eye stalks like a lobster, or an array of
several eyes.
6 Ink Cloud (Recharges after a Short or Long Rest). While
underwater, the krasis can use a bonus action to expel
a cloud of ink and then move up to its speed. The ink
cloud is stationary and fills a 20-foot-radius sphere
centered on a point in the krasis's space before it
moves. The sphere is heavily obscured until the ink dis-
perses after l minute. A strong current also disperses
the ink cloud.
7 Leaping Legs. With or without a running start, the
krasis's long jump is 20 feet (category 1), 30 feet
(category 2), or 40 feet (category 3). Its high jump is
10 feet (category l), 20 feet (category 2), or 30 feet
(category 3).
8 Stabilizing Legs. The krasis has several crablike legs.
As a result, it has advantage on Strength and Dex·
terity saving throws made against effects that would
knock it prone.
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