Amphibious. The krasis can breathe air and water.
Charge. If the krasis moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 13 (2d12) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Sure-footed. The krasis has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Regeneration. The krasis regains 5 hit points at the start of each of its turns if it has at least 1 hit point.
Multiattack. The krasis charges the closest target and then bites it, or makes two bite attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 17 (2d12 + 4) piercing damage.
Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Description
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 become part of the guild’s standard menagerie.
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