Deprived of much of its magic as a special punishment, a deathlock wight lingers between the warlock it was and the wretched existence of a wight.
Medium Undead (Warlock), Typically Neutral Evil
Armor Class: 12 (15 with mage armor)
Hit Points: 37 (5d8 + 15)
Speed: 30 ft.
- STR – 11 (+O)
DEX – 14 (+2)
CON – 16 (+3)
INT – 12 (+1)
WIS – 14 (+2)
CHA – 16 (+3)
Skills: Arcana +3, Perception +4
Saving Throws: Wis +4
Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: poison
Condition Immunities: exhaustion, poisoned
Senses: darkvision 60 ft., passive Perception 14
Languages: the languages it knew in life
Challenge: 3 (700 XP)
Proficiency Bonus: +2
Sunlight Sensitivity. While in sunlight, the deathlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep.
Multiattack. The death lock makes two Life Drain or Grave Bolt attacks.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) necrotic damage. 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 target dies if its hit point maximum is reduced to 0.
A Humanoid slain by this attack rises 24 hours later as a zombie under the death lock’s control, unless the Humanoid is restored to life or its body is destroyed. The death lock can have no more than twelve zombies under its control at one time.
Grave Bolt. Ranged Spell Attack: +5 to hit, range 60 ft. , one target. Hit: 12 (2d8 + 3) necrotic damage.
Spellcasting. The deathlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
At will: detect magic, disguise self, mage armor
1 /day each: fear, hold person.