Though deathlocks exist to serve their patrons, they retain some freedom when it comes to devising tactics and carrying out plans. Powerful deathlocks recruit lesser creatures to help them carry out their missions, becoming the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil.
Medium Undead (Warlock), Typically Neutral Evil
Armor Class: 13 (16 with mage armor)
Hit Points: 110 (20d8 + 20)
Speed: 30 ft.
- STR – 11 (+0)
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., passive Perception 14
Languages: the languages it knew in life
Challenge: 8 (3,900 XP)
Proficiency Bonus: +3
Devil’s Sight. Magical darkness doesn’t impede the death lock’s darkvision.
Turn Resistance. The death lock has advantage on saving throws against any effect that turns Undead .
Unusual Nature. The death lock doesn’t require air, food, drink, or sleep.
Multiattack. The death lock makes two Deathly Claw or Grave Bolt attacks.
Deathly Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3 necrotic damage).
Grave Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 13 (3d8) 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.
Spellcasting. The death lock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):
At will: detect magic, disguise self, mage armor, minor illusion
1/day each: darkness, dimension door, dispel magic, jly, invisibility.