Deathlock Mastermind CR: 8
Medium undead , neutral evil
Armor Class: 13 (16 with Mage Armor)
Hit Points: 110 (20d8+20) 20d8+20
Speed:
30 ft
Saving Throws: Int +5 1d20+5 , Cha +6 1d20+6
Skills: Arcana +5 1d20+5 , History +5 1d20+5 , Perception +4 1d20+4
Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities: poison
Condition Immunities: exhaustion, poisoned
Senses: darkvision 120 ft. (including magical darkness), passive Perception 14
Languages: the languages it knew in life
Challenge Rating: 8
The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 1d20+6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
1st-5th Level (2 5th-level slots): Arms of Hadar, Blight, Counterspell, Crown of Madness, Darkness, Dimension Door, Dispel Magic, Fly, Hold Monster, Invisibility
Innate Spellcasting. The deathlock's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
At will: Detect Magic, Disguise Self, Mage Armor
Cantrips: Chill Touch, Mage Hand, Minor Illusion, Poison Spray
Turn Resistance. The deathlock has advantage on saving throws against any effect that turns undead.
Actions
Deathly Claw. Melee Weapon Attack: +6 1d20+6 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) 3d6+3 necrotic damage.
Grave Bolts. Ranged Spell Attack: +6 1d20+6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) 4d8 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.
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