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.
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