Page 211 - Guildmasters' Guide to Ravnica
P. 211

KRASIS
           In the deep sinkholes that serve as
           laboratories and guildhalls for the
           Simic Combine, biomancers employ
           a combination of magic and scientific
           method to create novel life forms. They coax new
           morphologies from existing creatures or combine
           traits from multiple organisms into one, producing the
           creatures known as krasis. Some krasis are unique
           creatures that can't reproduce. A few multiply and be-
           come part of the guild's standard menagerie.
           C REATI NG A  KRASIS
          To create a krasis, choose the appropriate stat block:
           category 1 (Medium), category 2 (Large), or category 3
          (Huge). Then roll once on the Major Adaptations table   CATEGORY 1 KRASIS
          and once on the Minor Adaptations table (or choose   Medium monstrosity, unaligned
          an option from each table) to determine its additional
          characteristics. The potency of some adaptations varies   Armor Class 15 (natural armor)
           based on the category of the krasis, as indicated in the   Hit Points 19 (3d8 + 6)
          descriptions of those adaptations.                 Speed 30 ft.
            Just a few examples of krasis are the battering kra-
          sis (a fusion of hammerhead shark and a powerfully   STR     DEX    CON     INT    WIS    CHA
           built beast), the crocanura (a crocodile-frog), the   16 (+3)   15 (+2)   14  (+2)   2 (- 4)   13 (+l)   8 (- 1)
          drakewing krasis (a lizard-drake), the teratosuchus (a
                                                             Senses passive Perception 11
          crocodile-crab), the shambleshark (a shark-crab), and
                                                             Languages -
          the sharktocrab (an improved shambleshark that in-
                                                             Challenge l  (200 XP)
          cludes octopus elements as well).
                                                             Amphibious. The krasis can breathe air and water.
          MAJO R ADA PTAT IONS
            d8   Major Adaptation                            ACTIONS
                Acidic Skin. Any creature that touches the krasis or hits   Multiattack. The krasis makes two attacks: one with its bite
                it with a melee attack while within 5 feet of it takes 2   and one with its claws.
                {ld4)  acid damage (category 1), 4 (1d8)  acid damage   Bite.  Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
                {category 2), or 6 (1 d12)  acid damage (category 3).   Hit: 8 (ldlO + 3)  piercing damage.
            2   Armored Hide. The krasis has better natural armor
                                                             Claws. Melee Weapon Attack: +5 to hit, reach S ft., one target.
               afforded by a shell or thick scales, increasing its Armor
                                                             Hit: 7 {ld8 + 3)  slashing damage.
               Class by 4.


     ~10   CH·\P1P.R 6   f!UF.:-.JOS  \l\:ll  f'OIS
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