Major Adaptations

TableGGRp. 2102014

Major Adaptations

d8Major Adaptation
1Acidic Skin. Any creature that touches the krasis or hits it with a melee attack while within 5 feet of it takes 2 (1d4) acid damage (category 1), 4 (1d8) acid damage (category 2), or 6 (1d12) acid damage (category 3).
2Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing its Armor Class by 4.
3Bioluminescent 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.
4Flight. The krasis has wings and gains a flying speed equal to its walking speed.
5Grabber. When the krasis hits a creature with its claws, the target is grappled (escape DC 13 for category 1, DC 15 for category 2, and DC 19 for category 3) by a specialized grasping appendage on the krasis. It can have only one creature grappled in this way at a time.
6Hypnotic Display 5. As an action, the krasis creates mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of all krasis for 24 hours.
7Venomous Sting. When the krasis hits a creature with its claws, the creature must succeed on a Constitution saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be poisoned for 1 minute. If the krasis is a category 2 or 3, the creature is paralyzed while poisoned in this way. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
8Regeneration. The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a category 3) at the start of each of its turns if it has at least 1 hit point.
Raw data
{
  "name": "Major Adaptations",
  "page": 210,
  "rows": [
    [
      "1",
      "Acidic Skin. Any creature that touches the krasis or hits it with a melee attack while within 5 feet of it takes 2 (1d4) acid damage (category 1), 4 (1d8) acid damage (category 2), or 6 (1d12) acid damage (category 3)."
    ],
    [
      "2",
      "Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing its Armor Class by 4."
    ],
    [
      "3",
      "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."
    ],
    [
      "4",
      "Flight. The krasis has wings and gains a flying speed equal to its walking speed."
    ],
    [
      "5",
      "Grabber. When the krasis hits a creature with its claws, the target is {@condition grappled} (escape {@dc 13} for category 1, {@dc 15} for category 2, and {@dc 19} for category 3) by a specialized grasping appendage on the krasis. It can have only one creature {@condition grappled} in this way at a time."
    ],
    [
      "6",
      "Hypnotic Display {@recharge 5}. As an action, the krasis creates mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw ({@dc 12} for category 1, {@dc 14} for category 2, and {@dc 18} for category 3) or be {@condition stunned} for 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of all krasis for 24 hours."
    ],
    [
      "7",
      "Venomous Sting. When the krasis hits a creature with its claws, the creature must succeed on a Constitution saving throw ({@dc 12} for category 1, {@dc 14} for category 2, and {@dc 18} for category 3) or be {@condition poisoned} for 1 minute. If the krasis is a category 2 or 3, the creature is {@condition paralyzed} while {@condition poisoned} in this way. The {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
    ],
    [
      "8",
      "Regeneration. The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a category 3) at the start of each of its turns if it has at least 1 hit point."
    ]
  ],
  "__prop": "table",
  "source": "GGR",
  "caption": "Major Adaptations",
  "colLabels": [
    "d8",
    "Major Adaptation"
  ],
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