b'The Sage Camel \n'b'  Large   undead ,  lawful good  \n'b'  Armor Class  16 (natural armor)  Hit Points  178 (21d10 + 63)  Speed  50 ft.\n'b' STATS STR: 14 (+2) DEX:  16 (+3)  CON:  16 (+3)  INT:  20 (+5)  WIS:  21 (+5)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +8,  Constitution  +8,  Intelligence  +10,  Wisdom  +10  Skills   Arcana  +10,  History  +10,  Insight  +10,  Perception  +10,  Survival  +10  Damage Resistances  acid, cold, fire, , thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver  Damage Immunities  necrotic, poison  Condition Immunities   exhaustion ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained   Senses  darkvision 60 ft.,  truesight  30 ft., passive  Perception  20  Languages  Abyssal, Celestial, Common, Infernal, Primordial  Challenge  16 (15,000 XP) \n'b' Special Traits \n'b'   Incorporeal Movement . The sage camel can move through other creatures and objects as if they were  difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b'  Magic Resistance . The sage camel has advantage on saving throws against spells and other magical effects. \n'b'  Prescient Weapons . The sage camel\xe2\x80\x99s weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 4d8 force damage (included in the  attack ). \n'b'  Precognition  (1/turn). The sage camel has advantage on his next  attack  roll, ability check, or saving throw. \n'b'  Shadow Sight . Magical  darkness  doesn\xe2\x80\x99t impede The sage camel\xe2\x80\x99s  darkvision . \n'b'  Shadow Stealth . While in dim light or darkness, The sage camel can take the  Hide  action as a bonus action. \n'b'  Shadow Walk  (2/day). As a bonus action while in dim light or darkness, The sage camel can  teleport  to an unoccupied space it can see within 30 feet that is also in dim light or darkness. \n'b'  Share Intuition . As a bonus action, The sage camel shares some of his precognition with one ally within 30 feet. The ally has advantage on its next  attack  roll, ability check, or saving throw. \n'b'  Spellcasting . The sage camel\xc2\xa0is an 18th-level spellcaster. His spellcasting ability is  Intelligence  (spell save DC 18, +10 to hit with spell attacks). The sage camel has the following spells prepared:\n'b'\n'b'   Cantrips  (at will):  light ,  mage hand ,  minor illusion ,  prestidigitation ,  ray of frost  \n'b'  1st level  (4 slots):  comprehend languages ,  detect magic ,  floating disk ,  magic missile ,  shield  \n'b'  2nd level  (3 slots): arcanist\xe2\x80\x99s magic aura,  detect thoughts ,  locate object ,  misty step  \n'b'  3rd level  (3 slots):  clairvoyance ,  counterspell ,  fireball ,  fly  \n'b'  4th level  (3 slots):  arcane eye ,  confusion ,  locate creature  \n'b'  5th level  (3 slots):  cone of cold ,  legend lore ,  scrying  \n'b'  6th level  (1 slot):  globe of invulnerability  \n'b'  7th level  (1 slot):  prismatic spray  \n'b'  8th level  (1 slot):  mind blank  \n'b'  9th level  (1 slot):  prismatic wall  \n'b'\n'b'  Sunlight Sensitivity . While in sunlight,\xc2\xa0the sage camel has disadvantage on  attack  rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'  Undead Nature . The sage camel doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Actions \n'b'   Multiattack . The sage camel makes one Bite  attack  and two Hooves attacks. \n'b'  Bite .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 6 (1d8 + 2) bludgeoning damage plus 18 (4d8) force damage. \n'b'  Hooves .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 7 (2d4 + 2) bludgeoning damage plus 18 (4d8) force damage. \n'b'  Life Drain .  Melee Weapon Attack : +7 to hit, reach 5 ft., one creature.  Hit : 32 necrotic damage and the target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a  long rest . The target dies if this effect reduces its hit point maximum to 0. \n'b'  Spit  (recharge 5-6). The sage camel spits blinding saliva in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 18  Dexterity  saving throw. On a failure, a creature takes 54 (12d8) acid damage and is  blinded  for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t  blinded . A  blinded  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.'