Oblivion Leaper
Grim Hollow: Lairs of Etharis p. 27 (Third Party)
- Size
- Small
- Type
- undead
- Alignment
- neutral evil
- AC
- 13
- Hit Points
- 14 (4d6)
- Speed
- walk 30 ft.
- Skills
- Stealth +5
- Resistances
- Cold, bludgeoning, Piercing or Slashing damage from nonmagical attacks
- Immunities
- Necrotic, Poison
- Vulnerabilities
- Radiant
- Condition Immunities
- Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
- Senses
- darkvision 60 ft.
- Passive Perception
- 10
- Challenge
- 1
- Lineage
- Oblivion
Traits
Proficiency Bonus
+2
Shadow Leap
Starting in an area of dim light or darkness, an oblivion leaper can teleport to an unoccupied space also in dim light or darkness. Every foot of teleportation costs the oblivion leaper 1 foot of movement.
Shadow Stealth
While in dim light or darkness, the oblivion leaper can take the Hide action as a bonus action.
Sunlight Weakness
While in sunlight, the oblivion leaper has disadvantage on attack rolls, ability checks, and saving throws.
Actions
Soul Drain
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 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 leaper 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.
Other data
description
"If you hear the strange, low whistling in the darkness, run! They whistle before they strike, striding out of the darkness, hungry for the souls of the living."