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
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