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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
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