Deathlock Wight

Mordenkainen's Tome of Foes p. 129,

Size
Medium
Type
undead
Alignment
lawful evil
AC
12 (15 with mage armor)
Hit Points
37 (5d8+15)
Speed
walk 30 ft.
Saving Throws
Wis +4
Skills
Arcana +3, Perception +4
Resistances
necrotic; bludgeoning, piercing, slashing from nonmagical attacks
Immunities
poison
Condition Immunities
exhaustion, poisoned
Senses
darkvision 60 ft.
Passive Perception
14
Languages
the languages it knew in life
Challenge
3
Lineage
Deathlock
STR
11
+0
DEX
14
+2
CON
16
+3
INT
12
+1
WIS
14
+2
CHA
16
+3

Traits

Sunlight Sensitivity

While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting

The wight's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components:

  • At will: detect magic, disguise self, mage armor
  • 1/day each: fear, hold person, misty step

Actions

Multiattack

The wight attacks twice with Grave Bolt.

Grave 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 5 ft., one target. Hit: 9 (2d6 + 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 this effect reduces its hit point maximum to 0.

A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombie under its control at one time.

Spells

detect magic, disguise self, mage armor, fear, hold person, misty step

Other data

description

Deathlock Wight. Bereft of much of its magic, a deathlock wight lingers between the warlock it was and the deathly existence of a wight—a special punishment meted out by certain patrons and necromancers.

Deathlock: The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave.

An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron.

Obedient and Obsessed: An overpowering urge to serve consumes the mind of a newly awakened deathlock. All 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 the deathlock.

The creature immediately resumes work on its patron's behalf. Accomplishing a difficult goal might mean the deathlock is forced to serve another powerful creature or might entail in gathering servants of its own.

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 could be charged with hunting for the materials needed to call forth a horrifying entity into the world.

Undead Nature: A deathlock doesn't require air, food, drink, or sleep.