13 (16 with mage armor)
110 (20d8+20)
walk 30 ft.
Int +5, Cha +6
Arcana +5, History +5, Perception +4
necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
poison
exhaustion, poisoned
darkvision 120 ft. (including magical darkness)
the languages it knew in life
8
The deathlock has advantage on saving throws against any effect that turns undead.
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
The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +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: • Cantrips (at will): chill touch, mage hand, minor illusion, poison spray • 5th level (2 slots): arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) necrotic damage).
Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. 18 (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.
You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron. Here are examples. Archfey patron: blink, dominate beast, dominate person, faerie fire, greater invisibility, hunger of Hadar, hypnotic pattern, phantasmal force, seeming, sleep Fiend patron: blindness/deafness, burning hands, command, fire shield, fireball, flame strike, hellish rebuke, scorching ray, stinking cloud, wall of fire Great Old One patron: clairvoyance, detect thoughts, dissonant whispers, dominate person, Evard's black tentacles, hunger of Hadar, phantasmal force, sending, Tasha's hideous laughter, telekinesis
13
110 (20d8 + 20)
walk 30 ft.
Int +5, Cha +6
Arcana +5, History +5, Perception +4
necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
poison
exhaustion, poisoned
darkvision 120 ft.
the languages it knew in life
8
+3
Magical darkness doesn't impede the deathlock's darkvision.
The deathlock has advantage on saving throws against any effect that turns Undead.
The deathlock doesn't require air, food, drink, or sleep.
The deathlock makes two Deathly Claw or Grave Bolt attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3 necrotic damage).
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.
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