Oasis Keeper
The oasis keeper can hold its breath for 30 minutes.
The oasis keeper has advantage on Dexterity (Stealth) checks made while in a desert or in sandy terrain beneath water.
If the oasis keeper’s 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.
Actions
Oasis Keeper
Not yet described
Duplication and Templates
Want to make a new design starting from 'Oasis Keeper'? Want to apply a template?