Once again, I have to acknowledge how unfair it was of me to write off Guildmasters’ Guide to Ravnica and Mythic Odysseys of Theros as cheap attempts to squeeze more juice out of Wizards of the Coast’s already existing intellectual property. I mean, I still think WotC does that way too much, but nevertheless, a measure of thought went into both the mechanical design and the naming of the monsters in these two books that we haven’t seen over the past few years. Take the krasis, for example: new life forms created by the Simic Combine out of two or more other living creatures. “Krasis” might sound like just another fantasy noise-word to you. In fact, it comes from Ancient Greek κρᾶσῐς krâsĭs, “mixture, compound, union.” Perfect! (That said, the Guildmasters’ Guide uses “krasis” as both singular and plural; I prefer “krases,” by analogy with θέσῐς/θέσεις “thesis/theses,” which is declined the same way.)
Krases come in three categories, but for “category,” you may as well read “tier.” The Medium-size category 1 krasis is CR 1, a suitable foe for a neighborhood skirmish. The Large category 2 krasis is CR 6, balanced for district-level conflict. And the Huge category 3 krasis is CR 16, a good boss monster to roll out in a struggle for control over all of Ravnica.
But also, every krasis differs from others at its same tier, with one minor adaptation and one major adaptation each from the tables accompanying their stat blocks. The eight minor and eight major adaptations available, together with the three different stat blocks, give you 192 possible combinations, making every krasis encounter unique. (At least, at the sample sizes you’ll be working with at your table, and possibly in your entire metropolitan area.)
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