13
18 (4d4 + 8)
walk 20 ft.
Int +4, Cha +2
blinded, charmed, deafened, exhaustion, prone
blindsight 60 ft. (blind beyond this radius)
—
1/4
+2
The oblex can move through a space as narrow as 1 inch wide without squeezing.
If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
The oblex doesn't require sleep.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1 d4 + 3) bludgeoning damage plus 2 (1 d4) psychic damage.