12
60 (8d10 + 16)
walk 40 ft.
stealth +5
Cold, bludgeoning, Piercing or Slashing damage from nonmagical attacks
Radiant
Necrotic, Poison
Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
darkvision 60 ft.
5
+3
While in dim light or darkness, the oblivion brute can take the Hide action as a bonus action.
While in sunlight, the oblivion brute has disadvantage on attack rolls, ability checks, and saving throws.
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 3) necrotic damage, and the target must make a DC 13 Constitution saving throw. On a failure, the target's available Hit Dice are reduced by 1. If this effect reduces the target's Hit Dice to 0, the target falls unconscious. The target can repeat the saving throw at the end of each of its turns, regaining consciousness on a success. Hit Dice lost this way return at the end of a short rest, in time to spend them to regain hit points. If an oblivion brute kills a living creature with this attack when the creature is at 0 Hit Dice, the target's soul is lost to the realm of shadow. This lost soul can be raised from the dead only with mighty magic, such as wish or divine intervention.
The oblivion brute emits a howl in a 30-foot cone. Each creature that isn't deafened or undead in the area must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. While frightened this way, a creature's speed is halved. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any oblivion brute's Unbearable Howl for the next 24 hours. Frightened: • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. • The creature can't willingly move closer to the source of its fear.