After the fall of Momir Vig and his allies from the leadership of the Simic Combine, and the near-destruction of the Simic itself, the guild not only turned away from Vig's principles of improving life for improvement's sake but also worked to tear down the reminders of is legacy. The numerous research labs and experimental stations that Vig had set up were abandoned, and much of their research was destroyed or cannibalized.
But so many of these stations were set up beyond the traditional borders of Simic territory, and once the guild reestablished itself, the risk of going into these areas become too great. Without an adequate solution, these labs were simply left as-is, abandoned for decades until Vorel, a member of the Hull Clade, suggested a method for their disposal.
Hidden Agents of Destruction In sum, Vorel proposed the creation of krasis creatures specifically for infiltrating the abandoned labs and destroying any remaining threats found there. When the krasis were finished with the cleanup, they could be repurposed as hidden guards for the tunnels that connected the Zonots to Ravinca's underground. And, if the situation should arise, the stealth-adapted krasis could also be used as spies, infiltrators, or assassins against rogue Simic elements.
Vorel's proposed solution quickly gained traction among the leaders of the Simic Zonots, as it allowed the Simic to put their new philosophies to the test, while also taking care of a decades-long headache. In record time the cote on the plan was held and passed, and development of the newly designed elusive krasis began.
Prepared for Anything Shortly before the Simic biomancers began development of the elusive krasis, biomancy research as a whole was still floundering. The new merfolk leaders of the guild were still distrustful of the biomancers, and unsure that the results of biomancy could mesh properly with Simic's new goal of protecting nature's balance. While the merfolk and some other Simic were capable of using magic to slowly adapt and evolve nature, the nature of biomancy, creating entirely new species from scratch, was seen as too radical.
When the project for the elusive krasis began, for the first time since Vig's fall the remaining biomancers of the Combine were offered the chance to prove themselves. More used to creating creatures that were meant to do everything, the creation of a creature focused on one task allowed the biomancers to subtly refine their process, focusing on ensuring their creation would be unbeatable as its assigned task. In the end, they succeeded, winning over the trust of the Zonot leaders. The elusive krasis is incredibly stealthy, almost impossible to see before its upon its target, and fully incorporates the nature of the Simic's new policy of adaptability.
Elusive Krasis
After the fall of Momir Vig and his allies from the leadership of the Simic Combine, and the near-destruction of the Simic itself, the guild not only turned away from Vig's principles of improving life for improvement's sake but also worked to tear down the reminders of is legacy. The numerous research labs and experimental stations that Vig had set up were abandoned, and much of their research was destroyed or cannibalized.
But so many of these stations were set up beyond the traditional borders of Simic territory, and once the guild reestablished itself, the risk of going into these areas become too great. Without an adequate solution, these labs were simply left as-is, abandoned for decades until Vorel, a member of the Hull Clade, suggested a method for their disposal.
Armor Class | 15 (natural armor) |
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Hit Points | 10d8+20 |
Speed | 20 ft. | Swim 50 ft. |
Strength | 15 (+2) |
Dexterity | 18 (+4) |
Constitution | 14 (+2) |
Intelligence | 15 (+2) |
Wisdom | 17 (+3) |
Charisma | 10 (+0) |
Skills | Athletics d20+5 | Stealth d20+10 |
Senses | Darkvision 60 ft. | Passive Perception 13 |
Languages | Common | Merfolk |
Challenge | 5 (1,800 XP) |
Special 1 | Evolve | At the beginning of combat after rolling initiative, | the krasis gains a number of temporary hit points equal to |
5 x the number of creatures with a lower initiative than the krasis |
Special 2 | Slippery Skin | The krasis has an advantage on ability checks made | to avoid being grappled or restrained |
Special 3 | Sneak Attack (1/round) | Once per turn, the krasis deals an extra 3d6 damage when | it hits a target with a weapon attack |
and has an advantage on the attack roll, | or when the target is within 5 feet of an ally of the krasis | that isn't incapacitated and the krasis doesn't have disadvantage on the attack roll |
Action 1 | Multiattack | The krasis makes an attack with its tail, | then makes two attacks with its spear |
Action 2 | Spear | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 1d6+4 piercing damage |
Action 3 | Tail | Melee Weapon Attack | d20+7 to hit |
Reach 10 ft., one target | Hit 1d8+4 bludgeoning damage, | and if the target is a creature, | the krasis attempts to grapple it. |
While grappling a creature in this way, | the krasis can't attack other creatures with its tail | and has an advantage on attack rolls made with | its spear against the grappled creature |
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