b'Shahmaran \n'b'  Medium   monstrosity ,  chaotic good  \n'b'  Armor Class  15 (natural armor)  Hit Points  172 (15d12 + 75) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX:  17 (+3)  CON:  20 (+5)  INT:  16 (+3)  WIS:  15 (+2)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +6,  Con  +8,  Wis  +5,  Cha  +6  Damage Immunities  poison  Condition Immunities   charmed ,  poisoned   Senses   darkvision  60 ft., passive  Perception  12  Languages  Aramaic, Pahlaw?n?g  Challenge  8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Flesh of Restoration . The flesh and blood of the Shahmaran have remarkable healing properties when prepared by a skilled alchemist. Whether given freely or harvested from a deceased Shahmaran, only one potion can be produced, as it takes a full year for the magical properties to return to a living Shahmaran. Preparing the potion requires a DC 18  Intelligence  check using Alchemist\xe2\x80\x99s supplies. On a success, the resulting brew functions as a potion of supreme  healing  that also cures all diseases and negative conditions when consumed. On a failure, it instead becomes a  potion of poison  that cannot be detected by an  identify  spell. \n'b'  Spellcasting . The Shahmaran is a 10th-level spellcaster. Its spellcasting ability is  Intelligence  (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following  wizard  spells prepared:\n'b'\n'b'\n'b'  Cantrips (at will) :  mage hand ,  minor illusion , poison spray \n'b'  1st level (4 slots) :  charm person ,  color spray ,  sleep  \n'b'  2nd level (3 slots) :  detect thoughts ,  hold person  \n'b'  3rd level (3 slots) :  revivify ,  water breathing  \n'b'  4th level (3 slots) :  hallucinatory terrain ,  wall of fire  \n'b'  5th level (2 slots) :  dominate person  \n'b'\n'b' ACTIONS \n'b'\n'b'  Bite .  Melee Weapon Attack : +7 to hit, reach 10 ft., one creature.  Hit : 7 (1d6 + 4) piercing damage, and the target must make a DC 13  Constitution  saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' The Shahmaran is an exceedingly rare creature that typically dwells within hidden desert oases, grottos, and caves. A recluse by necessity, the Shahmaran was nearly hunted to extinction in centuries past for its remarkable flesh, which is said to restore even the most ill or injured to good health. Benevolent by nature, the Shahmaran enjoys the company of like-minded individuals, and can be persuaded to part with a small portion of its healing blood, though trust can be a difficult thing to foster in such an understandably wary soul.'