Medium undead (warlock), Neutral Evil
| Armor Class | 13 |
|---|---|
| Hit Points | 110 (20d8 + 20) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 16 (+3) | 12 (+1) | 15 (+2) | 12 (+1) | 17 (+3) |
| Saving Throws | Cha +6, Int +5 |
|---|---|
| Skills | Arcana +5, History +5, Perception +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered |
| Damage Immunities | poison |
| Condition Immunities | exhaustion; poisoned |
| Senses | darkvision 120 ft., passive Perception 14 |
| Languages | the languages it knew in life |
| Challenge | 8 |
Magical darkness doesn't impede the deathlock's darkvision.
The deathlock has advantage on saving throws against any effect that turns Undead.
The deathlock doesn't require air, food, drink, or sleep.
The deathlock makes two Deathly Claw or Grave Bolt attacks.
Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3 necrotic damage).
Ranged Spell Attack Roll: +6 to hit, range 120 ft., one target. Hit: 13 (3d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success.
The deathlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):
At will: detect magic, disguise self, mage armor, minor illusion
1 each/day: darkness, dimension door, dispel magic, fly, invisibility
Medium undead, Lawful Evil
| Armor Class | 13, 16 with mage armor |
|---|---|
| Hit Points | 110 (20d8 + 20) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 16 (+3) | 12 (+1) | 15 (+2) | 12 (+1) | 17 (+3) |
| Saving Throws | Cha +6, Int +5 |
|---|---|
| Skills | Arcana +5, History +5, Perception +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered |
| Damage Immunities | poison |
| Condition Immunities | exhaustion; poisoned |
| Senses | darkvision 120 ft. (including magical darkness), passive Perception 14 |
| Languages | the languages it knew in life |
| Challenge | 8 |
The deathlock has advantage on saving throws against any effect that turns undead.
Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) necrotic damage.
Ranged Spell Attack Roll: +6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success.
The deathlock's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
At will: detect magic, disguise self, mage armor
The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips: chill touch, mage hand, minor illusion, poison spray
Level 5 (2 slots): arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility