Page 130 - Mordenkainen's Tome of Foes Deluxe
P. 130

D EATHLOCK M AST ERMIND
             Though deathlocks exist to serve their patrons, they
             retain some freedom when it comes to devising par-
             ticular tactics and carrying out their plans. Powerful
             deathlocks recruit lesser creatures to help them carry
             out their missions and, in this capacity, become the mas-  D EATH LO CK WIGH T
             terminds behind vast conspiracies and intrigues that
             culminate in the accomplishment of  great acts of  evil.   Bereft of  much of its magic, a deathlock wight lingers
                                                                  between the warlock it was and the deathly existence
                                                                 of a wight- a special punishment meted out by certain
             DEATHLOCK MASTERMIND                                patrons and necromancers.
              Medium undead, neutral evil

             Armor Class 13 (16 with mage armor)                  DEATHLOCK  WIGHT
              Hit Points 110 (20d8 + 20)                          Medium undead, neutral evil
             Speed  30 ft.
                                                                  Armor Class 12 (15 with mage armor)
                STR     DEX    CON     INT     WIS    CHA         Hit Points 37 (Sd8 + 15)
               11  (+O)   16 (+3)   12 (+1)   15 (+2)   12 (+1)   17 (+3)   Speed  30 ft.

             Saving Throws  Int +5, Cha +6                          STR     DEX    CON     INT     WIS    CHA
             Skills Arcana +5, History +5, Perception +4           11  (+O)   14 (+2)   16 (+3)   12 (+  1)   14 (+2)   16 (+3)
              Damage Resistances necrotic; bludgeoning, piercing, and
               slashing from nonmagical attacks that aren't silvered   Saving Throws Wis +4
              Damage Immunities poison                            Skills Arcana +3,  Perception +4
             Condition Immunities exhaustion, poisoned            Damage Resistances necrotic; bludgeoning, piercing, and
             Senses darkvision 120 ft.  (including magical darkness),   slashing from nonmagical attacks
               passive Perception 14                              Damage Immunities poison
              L anguages the languages it knew in  life           Condition Immunities exhaustion, poisoned
             Challenge 8 (3,900 XP)                     ..        Senses darkvision 60 ft.,  passive Perception 14
                                                                  Languages the languages it knew in life
              Innate Spellcasting. The deathlock's innate spellcasting ability   Challenge 3 (700 XP)
              is Charisma (spell save DC 14). It can innately cast the follow-
              ing spells, requiring no material components:
                                                                  Innate Spellcasting. The wight's innate spellcasting ability is
             At will: detect magic, disguise self. mage armor     Charisma (spell save DC 13). It can innately cast the following
                                                                  spells, requiring no verbal or material components:
             Spellcasting. The deathlock is a 10th-level spellcaster. Its spell-
             casting ability is Charisma (spell save DC 14, +6 to hit with spell   At will: detect magic, disguise self. mage armor
             attacks). It regains its expended spell slots when it finishes a   1/day each: fear, hold person, misty step
             short or long rest. It knows the following warlock spells:
                                                                  Sunlight Sensitivity. While in sunlight, the wight has disadvan-
             Cantrips (at will): chill touch, mage hand, minor illusion,   tage on attack rolls, as well as on Wisdom (Perception) checks
               poison spray                                       that rely on sight.
              lst- Sth level (25th-level slots): arms of  Hadar, blight, counter-
               spell, crown of  madness, darkness, dimension door, dispel magic,   ACT IO NS
               fly, hold monster, invisibility                    Multiattack. The wight attacks twice with Grave Bolt.
             Turn Resistance. The deathlock has advantage on saving throws   Crave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one
             against any effect that turns undead.                target. Hit: 7 (1d8 + 3)  necrotic damage.

             ACTIONS                                              Life Drain. Melee Weapon Attack: +4 to hit, reach S ft., one
                                                                  creature. Hit: 9 (2d6 + 2)  necrotic damage. The target must
              Deathly Claw. Melee Weapon Attack: +6 to hit, reach S ft .. one   succeed on a DC 13 Constitution saving throw or its hit point
             target. Hit: 13 (3d6 + 3 necrotic damage).
                                                                  maximum is reduced by an amount equal to the damage taken.
             Crave Bolts. Ranged Spell Attack: +6 to hit, range 120 ft., one   This reduction lasts until the target finishes a long rest. The tar-
             or two targets. Hit: 18 (4d8)  necrotic damage. If the target is   get dies if  this effect reduces its hit point maximum to 0.
              Large or smaller, it must succeed on a DC 16 Strength saving   A humanoid slain by this attack rises 24 hours later as a zom-
             throw or become restrained as shadowy tendrils wrap around it   bie under the wight's control, unless the humanoid is restored
             for 1 minute. A restrained target can use its action to repeat the   to life or its body is destroyed. The wight can have no more
             saving throw, ending the effect on itself on a success.   than twelve zombies under its control at one time.

                                                                                               CHAPTER 6  I BESTIARY
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