Medium Humanoid, Any Alignment
Armor Class 15
Hit Points 110 (8d8)
Speed
STR
10 (+0)
DEX
14 (+2)
CON
15 (+2)
INT
12 (+1)
WIS
12 (+1)
CHA
20 (+5)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft, Passive Perception 16
Languages --
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If the warlock fails a saving throw, it can choose to succeed instead. 

Spell Penetration. When the warlock casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. 

Superior Focus. The warlock has advantage on saving throw it makes to maintain concentration.

Dark One's Own Luck (Recharges after a short or long rest). When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effect occur. 

Actions

Quarterstaff. Melee Weapon Attack +5 to hit, reach 5 ft. one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if wielded with two hands, plus 9 (2d8) fire damage. 

Spellcasting: The warlock casts one of the following spells using Charisma as the spellcasting ability (spell save DC 18, + 10 to hit with spell attacks): 

At will: eldrich blast (4 beams, 1d10+5), freedom of movement, firebolt (4d10) levitate (self only), mage armor (self only), minor illusion, prestigitation

4/day (as 5th-level spells): banishment, counterspell, dispel magic, fireball, fly, stinking cloud, summon greater demon, wall of fire

1/day each: circle of death, plane shift, power word pain

Summon Fiend (1/day).The warlock summons a barbed devil, barlgura or mezzoloth. A summoned fiend appears in an unoccupied space within 60 feet of the warlock and acts  as an ally of the warlock. It remains for an hour, until it or the warlock dies, or until its summoner dismisses it as an action. 

 

Legendary Actions

The warlock can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The warlock regains spend legendary actions at the start of its turn.

Move. the warlock moves up to half its speed without provoking opportunity attacks. 

Quarterstaff. the warlock attacks with its quarterstaff. 

Diabolical Presence. The warlock targets one creature it can see within 60 feet of it. If the target can see and hear the warlock, it must succeed on a DC 18 Wisdom saving throw or become charmed or frightened (warlock's choice) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature's saving throw successful or the effect ends for it, the creature is immune to warlock's Diabolical Presence for the next 24 hours. 

Eldritch Blast (Costs 2 actions). The warlock casts eldritch blast. 

Ulheim

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