b'Dry, Common \n'b'  Family:   Dry  \n'b'  Medium   humanoid ,  neutral evil  \n'b'  Armor Class  12 (hide armor)  Hit Points  13 (2d8 + 4)  Speed  30 ft.\n'b' STATS STR: 10 (+0) DEX:  10 (+0)  CON:  14 (+2)  INT:  11 (+0)  WIS:  12 (+1)  CHA:  9 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Resistances  poison  Condition Immunities   poisoned   Skills   Perception  +3,  Medicine  +3,  Stealth  +2  Senses   darkvision  120 ft., passive  Perception  13  Languages  Common  Challenge  1/8 (25 XP) \n'b' Special Traits \n'b'   Desert Camouflage : The dry have advantage on  Dexterity  ( Stealth ) checks made to  hide  in desert terrain. \n'b'  Actions \n'b'   Poisoned Dagger :  Melee or Ranged Weapon Attack : +2 to hit, reach 5 ft. or range 20/60 ft., one target.  Hit : 2 (1d4) piercing damage plus 2 (1d4) poison damage, and the target must succeed on a DC 13  Constitution  saving throw or be  poisoned  for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while  poisoned  in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. \n'b'  About \n'b' A desert-dwelling people, the dry are desiccated and withered, with leathery skin stretched across gaunt frames. When they have hair, it is thin and wispy, and their voices are raspy. Emerging only at night, the dry capture any who are foolish enough to be caught in their territory and sacrifice these prisoners in dark rituals. When they capture people wandering the desert, the dry carve accounts of the murder into their victims\xe2\x80\x99 flesh and then ritualistically sacrifice the captives, forcing the deceased ones\xe2\x80\x99 souls to deliver the reminders to the underworld.'