Oasis Keeper

Huge Monstrosity, unaligned (CR 9)

Armor Class 15 natural armor

Hit Points 123 (13d12+39)🎲

Speed 30 ft., swim 30 ft.


STR

20 (+5)

DEX

14 (+2)

CON

16 (+3)

INT

3 (-4)

WIS

12 (+1)

CHR

8 (-1)


Skills perception 5, stealth 6

Senses blindsight 20 ft., darkvision 60 ft., passive Perception 15

Languages

Challenge Rating 9

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.


sizeHuge

typeMonstrosity

group

alignmentunaligned

strength_save

dexterity_save6

constitution_save

intelligence_save

wisdom_save5

charisma_save

perception5

damage_vulnerabilities

damage_resistancesbludgeoning, piercing, and slashing from nonmagical attacks

damage_immunitiespoison

condition_immunitiespoisoned

cr9

reactions

legendary_desc

legendary_actions

special_abilitiesname: Hold Breath,desc: The oasis keeper can hold its breath for 30 minutes.,name: Oasis Camouflage,desc: The oasis keeper has advantage on Dexterity (Stealth) checks made while in a desert or in sandy terrain beneath water.,name: Pacifying Secretions,desc: 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.

spell_list

page_no273

document__license_urlhttp://open5e.com/legal

document__slugtob2

document__titleTome of Beasts 2

document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/

Find the complete stats on: Open5e

Tome of Beasts 2, page no. 273
Other formats: JSON

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