Deathlocks (MToF)
Not to be confused with
Dethklok.
In case you were wondering, the “D” section of this book is going to have a bunch of monsters with shared entries.
Deathlocks are warlocks who failed to deliver on their pact with their patron, and were turned into obedient undead as a punishment. Naturally, this serves as yet another potential way to have a Warlock enemy come back from beyond the grave to cause trouble for players who are foolish enough to think killing someone will stop them. An alternative origin presented by the book is the idea that a necromancer is raising them as a special form of undead. Which is a bit on-the-nose but it works if you want to diversify your undead portfolio.
Dealthlocks can use
Disguise Self to walk around town if the need arises, allowing for significantly more non-combat encounters than most undead.
In combat, the Standard Deathlock will ideally open up with a
Hunger of Hadar spell in order to cut off a key area of the combat map. Then follow up by blasting foes with their Grave Bolt power. To deal with annoying enemy casters, they can toss
Dispel Magic. Should they need to escape, they can try their luck with either
Invisibility or
Spider Climb, but not both, due to concentration. As it turns out, NPC warlocks are almost as single-track as PC warlocks are.
In the change over, Deathlocks gained the Unusual nature trait, and lost a bit of their spell list ( including the Warlock’s signature
Eldritch Blast), as well as any optional alternate spell lists. But in return they received more spells to cast each day by virtue of not having the warlock spellcasting mechanic, and a multiattack that allows it to do significantly more damage than just spamming
Eldritch Blast. Unlike other monsters in this book, their mobility spells did not get incorporated into their stat block as abilities.
Deathlock Mastermind
The Deathlock Mastermind is a higher level warlock. But its tricks aren’t all that different. Instead of
Hunger of Hadar, it will drop Darkness on itself to abuse the ever-potent Devil’s Sight combo. Their Grave Bolt can also restrain targets, which can come in handy. While it can cast
Fly, just don’t do it in combat. The Deathlock has a +1 concentration save, and no innate fly speed. It WILL be knocked out of the sky in one turn, which makes the turn casting
Fly a total whiff.
Dimension Door, on the other hand, is really handy for escape, even if it is just once a day.
Deathlock Masterminds had similar changes to the standard Deathlock, but also lost some of the damage on their Grave Bolt attack.
Deathlock Wight
The Deathlock Wight is really weird in this printing. They are a “lesser” form of Deathlock that is punished by having most of their spells removed. But all the Deathlocks had most of their spells removed. Which instead makes them just a lower CR Deathlock with a way cooler attack that actually makes it deadlier than it’s “full powered” brethren. In order to make them feel weaker, the Deathlock Wight lacks Turn Resistance, and suffers from Sunlight Sensitivity, but they make up for that with their lack of a weakness to silver weapons anyway.
In combat, the Deathlock Wight will cast
Fear to get some sweet AoE control, then follow up with their multiattack. Should
Fear prove ineffective, they will supplement their tactics with
Hold Person. While they can plink away with Grave Bolt, they will try to get in close so they can finish off any bleeding out enemies with their Life Drain attack. This Life drain attack deals less damage, but it allows the Wight to turn the recently dead into a zombie after a day, and they can control up to 12 of these zombies. Which is WotCs subtle way of telling you “Hey, these things should have about 2d6 zombie minions”
Deathlock Wights lost some damage on their Life Drain attack and the
Misty Step spell, but gained damage on their Grave Bolt attack, and had their Life Drain attack added to multiattack which makes up for the damage loss.