Deathlock | D&D 5th Edition Monster Guide

An overpowering urge to serve consumes the mind of a newly awakened deathlock. Any goals and ambitions it had in life that don’t please its patron fall away as its master’s desires become the purpose that drives it. The deathlock immediately resumes work on its patron’s behalf.

Whatever the goal, it always reflects the patron’s interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a Fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One might hunt for the materials needed to call forth a horrifying entity into the world. To accomplish a difficult goal, the deathlock might be forced to serve another powerful creature or might need to gather servants of its own.

Medium Undead (Warlock), Typically Neutral Evil

Armor Class: 12 (15 with mage armor)
Hit Points: 36 (8d8)
Speed: 30 ft.

    STR – 11 (+0)
    DEX – 15 (+2)
    CON – 10 (+0)
    INT – 14 (+2)
    WIS – 12 (+1)
    CHA – 16 (+3)

Saving Throws: Int +4, Cha +5

Skills: Arcana +4, History +4

Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 11

Languages: the languages it knew in life

Challenge: 4 (1,100 XP)

Proficiency Bonus: +2

Turn Resistance. The deathlock has advantage on saving throws against any effect that turns Undead.

Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep.

ACTIONS

Multiattack. The deathlock makes two Deathly Claw or Grave Bolt attacks.

Deathly Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.

Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (2d10 + 3) necrotic damage .

Spellcasting. The death lock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):

At will: detect magic, disguise self mage armor, mage hand

1/day each: dispel magic, hunger of Hadar, invisibility, spider climb.