b'Ogre, Tooth \n'b'  Large   giant ,  neutral evil  \n'b'  Armor Class  14 (bone armor) \n'b' Hit Points  59 (7d10 + 21) \n'b' Speed  40 ft.\n'b' STATS STR: 19 (+4) DEX:  12 (+1)  CON:  16 (+3)  INT:  10 (+0)  WIS:  12 (+1)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +3,  Stealth  +3 \n'b' Senses   darkvision  60 ft., passive  Perception  10 \n'b' Languages  Common, Giant \n'b' Challenge  2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Ambusher . In the first round of a combat, the tooth  ogre  has advantage on  attack  rolls against any creature it surprised. \n'b'  Innate Spellcasting . The tooth  ogre \xe2\x80\x99s innate spellcasting ability is  Wisdom  (spell save DC 11). It can innately cast the following spells requiring no material components. \n'b'\n'b'  3/day each :  knock ,  silence  \n'b'\n'b'  Knockdown Gaze . When a creature that can see the tooth  ogre\xe2\x80\x99s  eyes starts its turn within 30 feet of the tooth  ogre , the tooth  ogre  can force it to make a DC 11  Wisdom  saving throw if the tooth  ogre  isn\xe2\x80\x99t  incapacitated  and can see the creature. A creature that fails the save is  prone  until the start of its next turn, when it can avert its eyes again. If the creature looks at the tooth  ogre  in the meantime, it must immediately make the save. \n'b'  Shadow Stealth . While in dim light or  darkness , the tooth  ogre  can take the  Hide  action as a bonus action. Its stealth bonus is also improved to +5. \n'b'  Wakeful . When twelve of the tooth  ogre\xe2\x80\x99s  eyes are closed, its other eyes keep it awake. \n'b'\n'b' ACTIONS \n'b'\n'b'  Spiked Bone Club .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 6 (1d6 + 4) bludgeoning damage plus 2 (1d6) piercing damage and the target must make a DC 13  Constitution  saving throw or lose a tooth. \n'b'  Bone Shortbow .  Ranged Weapon Attack : +3 to hit, range 60/120 ft., one target.  Hit : 4 (1d6 + 1) necrotic damage plus 2 (1d4) poison damage and the target must make a DC 13  Constitution  saving throw and become infected with gum disease on a failed save. Creatures immune to the  poisoned  condition are immune to this disease. The humanoid loses teeth equal to the amount of poison damage inflicted in a number of hours equal to 1d12 + the creature\xe2\x80\x99s  Constitution  score, unless the disease is removed. In half that time, the creature becomes  poisoned  for the rest of the duration. \n'b'\n'b' ABOUT \n'b' This  ogre  is twice as big as a man and has twenty-four eyes: red, black, green, and blue. It has a long nose, wide mouth, and a tall crown entirely made of teeth. All the buttons on its clothes are teeth, and around its neck hangs a chain of perfectly matched teeth. \n'b' Tooth ogres are obsessed with teeth. They collect them from humanoids, relentlessly sneaking into bedrooms at night to fire their poisonous arrows so that children and adults alike lose their teeth. They will take them by force if need be but are loath to do so, preferring instead to ambush sleepers, poisoning them with gum disease so that their teeth fall out. They then gather up the lost teeth at a later time. \n'b' Why Do They Collect Teeth? Tooth ogres use them as building material, fashioning everything from their castles to their statuary to their furniture out of them. More important, they build tooth castles for their offspring, which requires a massive number of teeth, who in turn spread out to conquer the teeth of other lands. \n'b'  Cavity Hunters . Tooth ogres are found on the outskirts of Candy Valley and Mo Valley, both havens of candy and cavities. The ogres wait in ambush for visitors to the realm. \n'b' Then they leave, that\xe2\x80\x99s when the  ogre\xe2\x80\x99s  strike.'