Medium undead (warlock), Neutral Evil
| Armor Class | 12 |
|---|---|
| Hit Points | 37 (5d8 + 15) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 14 (+2) | 16 (+3) | 12 (+1) | 14 (+2) | 16 (+3) |
| Saving Throws | Wis +4 |
|---|---|
| Skills | Arcana +3, Perception +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | necrotic; bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | poison |
| Condition Immunities | exhaustion; poisoned |
| Senses | darkvision 60 ft., passive Perception 14 |
| Languages | the languages it knew in life |
| Challenge | 3 |
While in sunlight, the deathlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The deathlock doesn't require air, food, drink, or sleep.
The deathlock makes two Life Drain or Grave Bolt attacks.
Melee Attack Roll: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
A Humanoid slain by this attack rises 24 hours later as a zombie under the deathlock's control, unless the Humanoid is restored to life or its body is destroyed. The deathlock can have no more than twelve zombies under its control at one time.
Ranged Spell Attack Roll: +5 to hit, range 60 ft., one target. Hit: 12 (2d8 + 3) necrotic damage.
The deathlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
At will: detect magic, disguise self, mage armor
1 each/day: fear, hold person
Medium undead, Lawful Evil
| Armor Class | 12, 15 with mage armor |
|---|---|
| Hit Points | 37 (5d8 + 15) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 14 (+2) | 16 (+3) | 12 (+1) | 14 (+2) | 16 (+3) |
| Saving Throws | Wis +4 |
|---|---|
| Skills | Arcana +3, Perception +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | necrotic; bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | poison |
| Condition Immunities | exhaustion; poisoned |
| Senses | darkvision 60 ft., passive Perception 14 |
| Languages | the languages it knew in life |
| Challenge | 3 |
While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The wight attacks twice with Grave Bolt.
Ranged Spell Attack Roll: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage.
Melee Attack Roll: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombie under its control at one time.
The wight's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components:
At will: detect magic, disguise self, mage armor
1 each/day: fear, hold person, misty step