13
33 (6d8 + 6)
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.
2
+2
While in dim light or darkness, the oblivion whistler can take the Hide action as a bonus action.
While in sunlight, the oblivion whistler has disadvantage on attack rolls, ability checks, and saving throws.
Creatures of the oblivion whistler's choice that aren't deafened and start their turn within 30 feet of the oblivion whistler must make a DC 11 Wisdom saving throw. A target that fails is frightened until the start of its next turn and unable to hide the distress of hearing the whistling, which is the source of the fear and considered to be within line of sight while the target can hear and is within 30 feet of it. On a successful saving throw, the creature is immune to any oblivion whistler's Unbearable Whistling for 1 hour.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) necrotic damage, and the target must make a DC 11 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 whistler 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.