Deathlock Wight

Mordenkainen Presents: Monsters of the Multiverse p. 87,

Size
Medium
Type
undead (warlock)
Alignment
typically neutral evil
AC
12
Hit Points
37 (5d8+15)
Speed
walk 30 ft.
Saving Throws
Wis +4
Skills
Arcana +3, Perception +4
Resistances
necrotic; bludgeoning, piercing, and 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

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.

Actions

Multiattack

The deathlock 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 deathlock's control, unless the Humanoid is restored to life or its body is destroyed. The deathlock 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

Spells

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

Other data

description