THE SHARED REFERENCE Adventurer

Monster

Deathlock Wight

Outside your table’s allowed sources

Official reference · MPMM · 2014

Creature type
Undead
Size
Medium
Armor class
12
Hit points
37 (5d8 + 15)
Speed
Walk 30 ft.
Challenge rating
3
Alignment
Neutral Evil
Strength
11
Dexterity
14
Constitution
16
Intelligence
12
Wisdom
14
Charisma
16
Passive Perception
14
Saving Throws
wis: +4
Skills
arcana: +3; perception: +4
Senses
darkvision 60 ft.
Languages
the languages it knew in life
Resistances
necrotic, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Immunities
poison
Condition Immunities
exhaustion, poisoned

Traits

Sunlight Sensitivity

While in sunlight, the deathlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Unusual Nature

The deathlock doesn't require air, food, drink, or sleep.

Actions

Multiattack

The deathlock makes two Life Drain or Grave Bolt attacks.

Life Drain

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

A Humanoid slain by this attack rises 24 hours later as a zombie under the deathlock's control, unless the Humanoid is restored to life or its body is destroyed. The deathlock can have no more than twelve zombies under its control at one time.

Grave Bolt

Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 12 (2d8 + 3) necrotic damage.

Spellcasting

The deathlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):

At will: detect magic, disguise self, mage armor

1/day each: fear, hold person

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