b'Oasis Keeper \n'b'  Huge   monstrosity ,  unaligned  \n'b'  Armor Class  15 (natural armor)  Hit Points  123 (13d12 + 39)  Speed  30 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX:  14 (+2)  CON:  16 (+3)  INT:  3 (-4)  WIS:  12 (+1)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dex  +6,  Wis  +5  Skills   Perception  +5,  Stealth  +6  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  \xe2\x80\x93  Challenge  9 (5,000 XP) \n'b' Special Traits \n'b'   Hold Breath . The oasis keeper can hold its breath for 30 minutes. \n'b'  Oasis Camouflage . The oasis keeper has advantage on  Dexterity  ( Stealth ) checks made while in a desert or in sandy terrain beneath water. \n'b'  Pacifying Secretions . If the oasis keeper\xe2\x80\x99s 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. \n'b'  Actions \n'b'   Multiattack . The oasis keeper makes two attacks: one with its stinger and one with its bite. \n'b'  Bite .  Melee Weapon Attack : +9 to hit, reach 10 ft, one target. Hit 21 (3d10 + 5) piercing damage. \n'b'  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\xe2\x80\x99t incapacitated. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  About \n'b' The large, sand-colored serpent lies in wait beneath the sands at the edge of the oasis, its large nostrils flaring above the sand. \n'b' The barbed stinger on the end of its tail rests just below the water\xe2\x80\x99s surface. \n'b' Oasis keepers lurk within the waters of oases and secrete a toxin into them. \n'b'  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. \n'b'  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\xe2\x80\x99s depths to feast. Oasis keepers occasionally travel into underground rivers to mate, but they are otherwise fairly sedentary and solitary.'