36 lines
2.1 KiB
Markdown
36 lines
2.1 KiB
Markdown
# Oasis Keeper
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*Huge* *Monstrosity* *unaligned*
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- **Armor Class:** 15 (natural armor)
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- **Hit Points:** 123 (13d12+39)
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- **Speed:** swim 30 ft. walk 30 ft.
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- **Challenge Rating:** 9 (5,000 XP)
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- **Source:** Tome of Beasts 2, page 273
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 20 (+5) | 14 (+2) | 16 (+3) | 3 (-4) | 12 (+1) | 8 (-1) |
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- **Saving Throws**: Dex +6, Wis +5
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- **Skills:** perception +5, stealth +6
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- **Damage Immunities:** poison
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- **Damage Resistances:** bludgeoning, piercing, and slashing from nonmagical attacks
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- **Condition Immunities:** poisoned
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- **Senses:** blindsight 20 ft., darkvision 60 ft., passive Perception 15
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- **Languages:** —
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### Special Abilities
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- **Hold Breath:** The oasis keeper can hold its breath for 30 minutes.
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- **Oasis Camouflage:** The oasis keeper has advantage on Dexterity (Stealth) checks made while in a desert or in sandy terrain beneath water.
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- **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.
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### Actions
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- **Multiattack:** The oasis keeper makes two attacks: one with its stinger and one with its bite
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- **Bite:** Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit: 21 (3d10 + 5) piercing damage.
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- **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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