DEATHLOCK
MASTERMIND
T hough
deathlocks exist to serve their patrons, they
retain some freedom when it comes
to devising par-
ticular tactics and carrying out their
plans. Powerful
deathlocks recruit lesser cre ature s to
help them carry
out their
missions and, in this capac ity, become the mas-
terminds behind
vast cons piracies and intrigues that
c ulminate in the accomplishment of great
acts of evil.
DEATHLOCK MASTERMIND
Medium
undead, neutral evil
Armor Class 13 (16 with mage armor)
Hit Points 110 (20d8 + 20)
Speed 30 ft.
STR
11 (+O)
DEX
16 (+3)
CON
12 (+1)
INT
15 (+2)
WIS
12 (+1)
CHA
17 (+3)
Saving Throws Int +5, Cha +6
Skills Arcana +5,
History +5, Perception +4
Damage Resistances necrotic; bludgeoning, piercing,
and
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
La nguage s the languages
it knew in life
Challe nge 8 (3,900 XP)
..
Innate Spellcasting. The deathlock's innate spellcasting ability
is Charisma (spell save DC 14).
It can innately cast the follow-
ing spells, requiring no material components:
At will: detect magic, disg
uise self. mage armor
Spellcasting. The deathlock is a 10th-level spellcaster.
Its spell-
casting 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 (at
will): chill touch, mage hand, minor illusion,
poison spray
lst- Sth level (25th-level slots): arms of Hadar, blight, counter-
spell, crown of madness, darkness, dimension door, dispel magic,
fly, hold monster, invisibility
Turn Resistance. The deathlock
has advantage on saving throws
against any effect that turns
undead.
ACTIONS
Deathly Claw. Melee Weapon
Attack: +6 to hit, reach S ft .. one
target. Hit: 13 (3d6 + 3 necrotic
damage).
Crave Bolts. Ranged
Spell Attack: +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.
DEATH LO C K WIGH T
Bereft of much of its magic, a deathlock wight ling
e rs
between the warlock it was and the deathly existence
of a wight- a special punishment meted o ut by ce rtain
patrons and necromance rs.
DEATHLOCK
WIGHT
Medium undead, neutral evil
Armor Class 12 (15 with mage
armor)
Hit Points 37 (Sd8 + 15)
Speed 30 ft.
STR
11 (+O)
DEX
14 (+2)
Saving Throws Wis +4
CON
16 (+3)
Skills Arcana +3, Perception
+4
INT
12 (+ 1)
WIS
14
(+2)
CHA
16 (+3)
Damage Resistances necrotic; bludgeo
ning, piercing, and
slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Sens es darkvision
60 ft., passive Perception 14
Languages the languages
it knew in life
Challe nge 3 (700 XP)
Innate Spellcasting. The wight's innate spellcasting ability
is
Charisma (spell save DC
13). It can innately cast the following
s pells, requiring no verbal or material components:
At will: detect magic,
disguise self. mage armor
1/day each: fear, hold
person, misty step
Sunlight Sen
sit ivity. While in sunlight, the wight has disadvan-
tage on attack rolls, as well as on Wisdom (Perception)
checks
that rely on sight.
ACT IONS
Multiat tack. The wight attacks twice with Grave Bolt.
Crave Bolt. Ranged Spell Attack: +5 to hit , range
120 ft., one
target. Hit: 7 (1d8
+ 3) necrotic damage.
Life Drain. Melee Weapon Attack: +4 to hit, reach S ft., one
creature. Hit: 9 (2d6 + 2) necrotic dam
age. 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 tar-
get dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this
attack rises 24 hours later as a zom-
bie under the wight's control,
unless the humanoid is restored
to life o r its body is destroyed.
The wight can have no more
than twelve zombies under its control at one time.
CHAPTER 6 I BESTIARY