Kraj

by Ironaridium

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Experiment Kraj- An End to Evolution

    Kraj was made so that its creator Momir Vig could follow through with his desire to cleanse the world of weakness and start over, shaping life to be as he wished. Kraj is an enormous mass of cytoplasts- small globs of magically created tissue that bond with creatures they come in contact with. Upon doing so, the cytoplasts copy the traits of the creature, which they can then impart into other creatures. The collected mass of cytoplasts also contained a collection of countless skills and abilities from the many creatures that had been bonded to the cytoplasts. Due to this, Kraj is capable of adapting itself for the situation, simply drawing on its massive pool of skills and abilities to survive and thrive. As it consumes more creatures, it continues to learn and gain abilities.

Instantaneous Adaptability. Kraj can be found in the lab that it was created in. The walls are lined with numerous glass tanks of varying sizes filled with fluid, each containing dead a creature that has had spare the dying cast on them. Kraj will try to break the tanks (AC 13, 12 HP) and absorb the creature inside in order to gain their abilities. An example list of creatures has been included.

 If Kraj is encountered in this lab, it will have a challenge rating of 13 (10,000 XP).

d20 Creature
1 Chimera
2 Grick
3 Aarakocra
4 Aarakocra
5 Minotaur
6 Troll
7 Griffon
8 Centaur
9 Yeti
10 Sahuagin
d20 Creature
11 Ettercap
12 Blue Dragon Wyrmling
13 Basilisk
14 Bulette
15 Cockatrice
16 Sahuagin
17 Ettercap
18 Troll
19 Peryton
20 Grick
Of course it will grow beyond control— it was designed to choose its own evolution.

Momir Vig, Simic Visionary


















Picture credit- Mark Tedin


Kraj, Finale of Evolution

Huge ooze, chaotic neutral


  • Armor Class 16 (natural armor)
  • Hit Points 168 (16d12 + 64)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 18 (+4) 4 (-3) 8 (-1) 1 (-5)

  • Damage Resistances acid, cold, fire, lightning, slashing
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
  • Languages
  • Challenge 10 (5,900 XP)

Siege Monster. Kraj deals double damage to objects and structures.

Legendary Resistance (3/day). If Kraj fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. Kraj either makes a pseudopod attack and uses its Absorb action or makes two pseudopod attacks. Alternatively, if Kraj has gained any actions from creatures it has absorbed, it can use up to two of those actions.

Pseudopod. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 5) bludgeoning damage. The target is grappled (escape DC 15). If the target has 0 HP, it is automatically engulfed.

Engulf. Kraj attempts to ingest one Large or smaller creature it is grappling. The creature must make a DC 15 Strength saving throw.
    On a successful save, the creature is no longer grappled.
    On a failed save, the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of Kraj's turn. When Kraj moves, the creature moves with it.
    An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of Kraj.

Absorb. As a bonus action, Kraj absorbs one creature with 0 HP that is in its space. Until the end of its next turn, it gains any movement speeds the creature had that it does not already have and the creatures' abilities and actions. The absorbed creature is killed.

Legendary Actions

Kraj can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Kraj regains spent legendary actions at the start of its turn.

Pseudopod. Kraj makes one pseudopod attack.

Absorb (Costs 2 Actions). Kraj uses its Absorb ability.



 

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