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. 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
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.
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.