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Oasis Keeper

Huge · Monstrosity · CR 9 · Unaligned

Armor Class
15 (natural armor)
Hit Points and Hit Dice
123 (13d12+39)
Challenge Rating CR
9

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
14
+2
CON
16
+3
INT
3
-4
WIS
12
+1
CHA
8
-1

Overview

Category Monsters
Size Huge
Type Monstrosity
Alignment Unaligned
XP 5000
Initiative Bonus +2

Movement

Walk 30 ft (9.1 m)
Swim 30 ft (9.1 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Blindsight 20 ft (6.1 m)
Passive Perception 15

Saving Throws

Dexterity +6 Wisdom +5

Skills

Perception +5 Stealth +6

Resistances & Immunities

Damage Immunities
poison
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
poisoned

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

Bite

+9 to hit, reach 10 ft (3 m). Hit: 3d10+5 piercing damage.

Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit: 21 (3d10 + 5) piercing damage.

Multiattack

The oasis keeper makes two attacks: one with its stinger and one with its bite

Stinger

+9 to hit, reach 10 ft (3 m). Hit: 2d8+5 poison damage.

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.

About Oasis Keeper

Oasis Keeper is a huge monstrosity with a Challenge Rating of 9. It has a unaligned alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 123 hit points (derived from 13d12+39).

GM Tips: Using Oasis Keeper

1 tips available

When using Oasis Keeper in your D&D 5e campaign, consider these tactical approaches:

  • Aquatic Combat: This creature can swim at 30 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.

Player Guide: Facing Oasis Keeper

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Aquatic Combat Defense: This creature can swim at 30 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 9.

Solo Encounter:

A single character of level 12 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 9,000 XP
  • Hard: 13,500 XP
  • Deadly: 18,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Oasis Keeper?
Oasis Keeper has a Challenge Rating of 9, making it appropriate for parties of level 9.0.
What type of creature is Oasis Keeper?
Oasis Keeper is a Huge Monstrosity, which affects how certain spells and abilities interact with it.

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