Page 273 - Monster Manual Expanded III Dragonix
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Warlock of the Fiend, Legendary Legendary Actions
Medium humanoid (any race), any alignment The warlock can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The warlock
Armor Class 12 (15 with mage armor)
regains spent legendary actions at the start of its turn.
Hit Points 110 (17d8 + 34)
Speed 30 ft. Move. The warlock moves up to half its speed without provoking
opportunity attacks.
STR DEX CON INT WIS CHA Quarterstaff. The warlock attacks with its Quarterstaff.
10 (+0) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 20 (+5) Diabolical Presence. The warlock targets one creature it can
see within 60 feet of it. If the target can see and hear the warlock,
Saving Throws Wis +6, Cha +10 it must succeed on a DC 18 Wisdom saving throw or become
Skills Arcana +6, Deception +10, Perception +6, Religion +6 charmed or frightened (warlock's choice) for 1 minute. A creature
Damage Resistance bludgeoning, piercing, and slashing from can repeat the saving throw at the end of each of its turns, ending
nonmagical attacks that aren't silvered the effect on itself on a success. If a creature’s saving throw is
Senses darkvision 60 ft., passive Perception 16 successful or the effect ends for it, the creature is immune to
Languages any two languages (usually Abyssal or Infernal) warlock's Diabolical Presence for the next 24 hours.
Challenge 14 (11,500 XP) Proficiency Bonus +5 Eldritch Blast (Costs 2 Actions). The warlock casts eldritch blast.
Legendary Resistance (3/Day). If the warlock fails a saving throw, it
can choose to succeed instead.
Dark One’s Own Luck (Recharges after a Short or Long Rest).
When the warlock makes an ability check or saving throw, it can add
a d10 to the roll. It can do this after the roll is made but before any of
the roll’s effects occur.
Actions
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if
wielded with two hands, plus 9 (2d8) fire damage.
Innate Spellcasting. The warlock’s innate spellcasting ability
is Charisma (spell save DC 18). It can innately cast the following
spells, requiring no material components:
At will: alter self, false life, freedom of movement, levitate (self only),
mage armor (self only), silent image
Spellcasting. The warlock is a 17th-level spellcaster. Its spellcasting
ability is Charisma (spell save DC 18, +10 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): eldritch blast (4 beams, 1d10 + 5), fire bolt (4d10),
friends, mage hand, minor illusion, prestidigitation, shocking grasp
(4d8)
1st–5th level (4 5th-level slots): banishment, burning hands, contact
outer plane, counterspell, dispel magic, fireball, flame strike, fly,
hellish rebuke, scrying, stinking cloud, suggestion, summon greater
demon, wall of fire
1/day each: feeblemind, finger of death, plane shift
Summon Fiend (1/Day). The warlock summons a barbed devil,
barlgura, or mezzoloth. A summoned fiend appears in an unoccupied
space within 60 feet of the warlock and acts as an ally of the warlock.
It remains for an hour, until it or the warlock dies, or until its
summoner dismisses it as an action.
272 Appendix A. NonPlayer Characters

