Deathlock Wight

Medium undead (warlock), Neutral Evil

Armor Class12
Hit Points37 (5d8 + 15)
Speed30 ft.
STRDEXCONINTWISCHA
11 (+0) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 16 (+3)
Saving ThrowsWis +4
SkillsArcana +3, Perception +4
Damage Vulnerabilities—
Damage Resistancesnecrotic; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunitiespoison
Condition Immunitiesexhaustion; poisoned
Sensesdarkvision 60 ft., passive Perception 14
Languagesthe languages it knew in life
Challenge3

Traits

Sunlight Sensitivity.

While in sunlight, the deathlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Unusual Nature.

The deathlock doesn't require air, food, drink, or sleep.

Actions

Multiattack.

The deathlock makes two Life Drain or Grave Bolt attacks.

Life Drain.

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.

Grave Bolt.

Ranged Spell Attack Roll: +5 to hit, range 60 ft., one target. Hit: 12 (2d8 + 3) necrotic damage.

Spellcasting

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