Deathlock Mastermind
Medium undead, neutral evil
Armor Class
13 (16 with mage armor)
Hit Points
110 (20d8 + 20)
Speed
30 ft.
STR
11 (0)
DEX
16 (+3)
CON
12 (+1)
INT
15 (+2)
WIS
12 (+1)
CHA
17 (+3)
Damage Immunities
poison
Damage Resistances
necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities
exhaustion, poisoned
Senses
darkvision 120 ft. (including magical darkness), passive Perception 14
Saving Throws
Int +5, Cha +6
Skills
Arcana +5, History +5, Perception +4
Languages
the languages it knew in life
Challenge
8 (3900 XP)
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
Spellcasting. 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
Turn Resistance. The deathlock has advantage on saving throws against any effect that turns undead.
Actions
Deathly Claw Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3 necrotic damage).
Grave Bolts Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. Hit: 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.