Sources
CR
Type
Size
Alignment
Movement

Deathlock

Medium Undead (warlock), Neutral Evil

Armor Class 12
Hit Points 36 (8d8)
Speed 30 ft.
STR
11
+0
DEX
15
+2
CON
10
+0
INT
14
+2
WIS
12
+1
CHA
16
+3
Saving Throws INT +4, CHA +5
Skills Arcana +4, History +4
Damage Resistances necrotic; bludgeoning, piercing, slashing, from nonmagical attacks that aren't silvered
Damage Immunities poison
Condition Immunities Exhaustion, Poisoned
Senses darkvision 60 ft., passive Perception 11
Languages the languages it knew in life
Challenge 4 (1,100 XP)

Traits

Turn Resistance. The deathlock has advantage on saving throws against any effect that turns Undead.

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

Spellcasting

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, mage hand

1/day each: dispel magic, hunger of Hadar, invisibility, spider climb

Actions

Multiattack. The deathlock makes two Deathly Claw or Grave Bolt attacks.

Deathly Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:9 (2d6 + 2) necrotic damage.

Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit:14 (2d10 + 3) necrotic damage.

Lore

The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul Undead driven to serve its otherworldly patron.