Oasis Keeper — fantasy monster illustration. Oasis Keeper is a huge monstrosity (Challenge Rating 9).

Image: FTTHelper

Summon a portrait of this monster
Describe it your way — Oasis Keeper is already filled in.
Summon art →

Oasis Keeper

Huge Monstrosity, unaligned

AC
15
HP
123
Speed
30
CR
9

The large, sand-colored serpent lies in wait beneath the sands at the edge of the oasis, its large nostrils flaring above the sand. The barbed stinger on the end of its tail rests just below the water’s surface._
Oasis keepers lurk within the waters of oases and secrete a toxin into them.
Peaceful Poison. Traveling caravans and animals that drink from oases inhabited by oasis keepers are lulled into lingering around them and provide an ample food supply for the oasis keepers. Settlements often form around such oases, and occasional disappearances are accepted as the norm.
Sand and Water Dwellers. Oasis keepers lurk by the edge of the water and wait for an opportune time to use their stingers. After they strike, they pull their meal to the water’s depths to feast. Oasis keepers occasionally travel into underground rivers to mate, but they are otherwise fairly sedentary and solitary.


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)
CHA
8 (-1)

Saving Throws Dex +6, Wis +5

Skills Stealth +6, Perception +5

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities poisoned

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

Languages

Challenge 9


Traits

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.

Community Images

Oasis Keeper — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

Sign in to upvote images, report inappropriate ones, and curate the entry's primary visual.

Have art for this entry? Contribute art — sign in, then use Add image.

Related entries

matched by shared tags

6 same-category · 0 cross-category

Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022