Oasis Keeper
Huge Monstrosity unaligned
- Armor Class: 15 (natural armor)
- Hit Points: 123 (13d12+39)
- Speed: swim 30 ft. walk 30 ft.
- Challenge Rating: 9 (5,000 XP)
- Source: Tome of Beasts 2, page 273
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
14 (+2) |
16 (+3) |
3 (-4) |
12 (+1) |
8 (-1) |
- Saving Throws: Dex +6, Wis +5
- Skills: perception +5, stealth +6
- Damage Immunities: poison
- Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities: poisoned
- Senses: blindsight 20 ft., darkvision 60 ft., passive Perception 15
- Languages: —
Special Abilities
- Hold Breath: The oasis keeper can hold its breath for 30 minutes.
- Oasis Camouflage: The oasis keeper has advantage on Dexterity (Stealth) checks made while in a desert or in sandy terrain beneath water.
- Pacifying Secretions: If the oasis keeper's stinger sits in water for at least 1 hour, the water becomes poisoned with its toxin. A creature that drinks the poisoned water must succeed on a DC 15 Constitution saving throw or be calmed for 24 hours. A calmed creature feels compelled to stay at the oasis and has disadvantage on Wisdom (Perception) checks to notice or recognize danger. A calmed creature that drinks the water again before 24 hours have passed has disadvantage on the saving throw. The greater restoration spell or similar magic ends the calming effect early.
Actions
- Multiattack: The oasis keeper makes two attacks: one with its stinger and one with its bite
- Bite: Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit: 21 (3d10 + 5) piercing damage.
- Stinger: Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit: 14 (2d8 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw. On a failure, the target takes 14 (4d6) poison damage and is incapacitated for 1 minute. On a success, the target takes half the damage and isn't incapacitated. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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