Deathlocks
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.
Jump to: Deathlock | Deathlock Mastermind | Deathlock Wight
An powerful necromancer might also discover the wicked methods of creating a deathlock and then subjugate it, acting as the deathlock's patron.
Deathlock
An overpowering urge to serve consumes the mind of a newly awakened deathlock. Any 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 it. The deathlock immediately resumes work on its patron's behalf.
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 might hunt for the materials needed to call forth a horrifying entity into the world. To accomplish a difficult goal, the deathlock might be forced to serve another powerful creature or might need to gather servants of its own.
Deathlock
Medium undead (Warlock), Typically Neutral Evil
- Armor Class 12 (15 with mage armor)
- Hit Points 36 (8d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 15 (+2) 10 (+0) 14 (+2) 12 (+1) 16 (+3)
- Proficiency Bonus +2
- Saving Throws Int +4,Cha +5
- Damage Vulnerabilities
- Damage Resistances necrotic; bludgeoning,piercing,and slashing from nonmagical attacks that aren't silvered
- Damage Immunities poison
- Condition Immunities exhaustion,poisoned
- Skills Arcana +4,History +4
- Senses darkvision 60 ft.,passive Perception 11
- Languages the languages it knew in life
- Challenge 4
Turn Resistance. The deathlock has advantage on saving throws against any effect that turns Undead.
Unusual Nature. The deathlock doesn't require air, food, drink, or sleep.
Actions
Multiattack. The deathlock makes two Deathly Claw or Grave Bolt attacks.
Deathly Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.
Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (2d10 + 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, mage hand
1/day each: dispel magic, hunger of Hadar, invisibility, spider climb
Deathlock Mastermind
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.
Deathlock Mastermind
Medium undead (Warlock), Typically Neutral Evil
- Armor Class 13 (16 with mage armor)
- Hit Points 110 (20d8 + 20)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 12 (+1) 15 (+2) 12 (+1) 17 (+3)
- Proficiency Bonus +3
- Saving Throws Int +5,Cha +6
- Damage Vulnerabilities
- Damage Resistances necrotic; bludgeoning,piercing,and slashing from nonmagical attacks that aren't silvered
- Damage Immunities poison
- Condition Immunities exhaustion,poisoned
- Skills Arcana +5,History +5,Perception +4
- Senses darkvision 120 ft.,passive Perception 14
- Languages the languages it knew in life
- Challenge 8
Devil's Sight. Magical darkness doesn't impede the deathlock's darkvision.
Turn Resistance. The deathlock has advantage on saving throws against any effect that turns Undead.
Unusual Nature. The deathlock doesn't require air, food, drink, or sleep.
Actions
Multiattack. The deathlock 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 deathlock 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, fly, invisibility
Deathlock Wight
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.
Deathlock Wight
Medium undead (Warlock), Typically Neutral Evil
- Armor Class 12 (15 with mage armor)
- Hit Points 37 (5d8 + 15)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 16 (+3)
- Proficiency Bonus +2
- Saving Throws Wis +4
- Damage Vulnerabilities
- Damage Resistances necrotic; bludgeoning,piercing,and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities exhaustion,poisoned
- Skills Arcana +3,Perception +4
- Senses darkvision 60 ft.,passive Perception 14
- Languages the languages it knew in life
- Challenge 3
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 (see the Monster Manual) 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