Large Monstrosity, Unaligned
Armor Class 19 natural
Hit Points 120 (16d10 + 48)
Speed 40 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
2 (-4)
WIS
13 (+1)
CHA
8 (-1)
Senses Passive Perception 11
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Amphibious. The krasis can breathe air and water.

Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing its Armor Class by 4.

Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other magical effects.

Regeneration. The krasis regains hit points (5) at the start of each of its turns if it has at least 1 hit point.

Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide.

Heightened Awareness. The krasis can’t be surprised, 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.

Actions

Multiattack. The krasis makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 17 (2d12 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

 

Description

a huge beast with shifting chameleon skin, covered in bullete plates, with troll-like features and bioluminescent markings from a jellyfish.

Tyliear_Depraw

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