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

