Medium humanoid, Any alignment
| Armor Class | 13, 16 with mage armor |
|---|---|
| Hit Points | 91 (14d8 + 28) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 16 (+3) | 15 (+2) | 12 (+1) | 12 (+1) | 18 (+4) |
| Saving Throws | Cha +7, Wis +4 |
|---|---|
| Skills | Arcana +4, History +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | psychic |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 11 |
| Languages | any two languages, telepathy 30 ft. |
| Challenge | 6 |
At the start of each of the warlock's turns, each creature of its choice within 10 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the warlock isn't incapacitated.
The warlock makes two Dagger attacks.
Melee or Ranged Attack Roll: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) psychic damage.
The warlock opens a momentary extraplanar rift within 60 feet of it. The rift is a scream-filled, 20-foot cube. Each creature in that area must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 9 (2d8) psychic damage and is frightened of the warlock until the start of the warlock's next turn. On a successful save, a creature takes half as much damage and isn't frightened.
The warlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):
At will: detect magic, guidance, levitate, mage armor (self only), mage hand, minor illusion, prestidigitation
1 each/day: arcane gate, detect thoughts, true seeing
Medium humanoid (any race), Any alignment
| Armor Class | 12, 15 with mage armor |
|---|---|
| Hit Points | 91 (14d8 + 28) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 14 (+2) | 15 (+2) | 12 (+1) | 12 (+1) | 18 (+4) |
| Saving Throws | Cha +7, Wis +4 |
|---|---|
| Skills | Arcana +4, History +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | psychic |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 11 |
| Languages | any two languages, telepathy 30 ft. |
| Challenge | 6 |
At the start of each of the warlock's turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the warlock isn't incapacitated.
Melee or Ranged Attack Roll: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:
At will: detect magic, jump, levitate, mage armor (self only), speak with dead
1 each/day: arcane gate, true seeing
The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 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, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp
Level 5 (3 slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch