Oasis Keeper
Huge Monstrosity, unaligned (CR 9)Armor Class 15 natural armor
Hit Points 123 (13d12+39)
Speed 30 ft., swim 30 ft.
20 (+5)
14 (+2)
16 (+3)
3 (-4)
12 (+1)
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/
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Tome of Beasts 2, page no. 273