Medium Humanoid, Any Alignment
Armor Class 13 (16 with mage armor)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws WIS +6, CHA +9
Skills Arcana +4, History +4
Damage Resistances Psychic
Condition Immunities Stunned
Senses Darkvision 60 ft., Passive Perception 11
Languages any two languages, telepathy 30 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

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

Whispering Aura.
 At the start of each of the warlock’s turns, each creature of its choice within 10 feet of it must succeed on a DC 17 Wisdom saving throw or take 10 (3d6) psychic damage, provided the warlock isn’t incapacitated.

Actions

Multiattack. The warlock makes two Dagger attacks.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) psychic damage.

Innate Spellcasting. The Warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save 17), requiring no material components:

At will: detect magic, mind sliver(3d6), levitate, mage armor (self only), mage hand, minor illusion, prestidigitation, speak with dead, eldritch blast (3 beams, 1d10 +4),

1/day each: arcane gate, detect thoughts, power word pain, maddening darkness

Howling Void. The warlock opens a momentary extraplanar rift within 60 feet of it. The rift is a scream-filled, 20-foot cube. Each creature in that area must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 9 (2d8) psychic damage and is frightened of the warlock until the start of the warlock’s next turn. On a successful save, a creature takes half as much damage and isn’t frightened.

 

Legendary Actions

The Warlock can take 3 Legendary actions, choosing form the options below. Only One Legendary action option can be used at a time and only at the end of another creature's turn. The warlock regains spent Legendary actions at the Start of its Turn. 

Move. The warlock moves up to half its speed without provoking opportunity attacks.
Cantrip. The warlock casts a cantrip.
Dagger. The warlock attacks with its Dagger.
Mouth of Madness (Costs 1-3 Actions). The warlock utters an unworldly phrase and targets up to 3 creatures it can see within 30 feet of it. If the target can see and hear the warlock, it must succeed on a DC 17 Wisdom saving throw. On a failed save, the target must use its reaction to move up to half its speed toward a creature of the warlock's choice that it can see and make one melee weapon attack against it, if it is within range.
It costs 1 legendary action per target.

 

Description

Warlocks of the Great Old One gain their powers through magical pacts forged with eldritch entities from strange and distant realms of existence. Some of these warlocks associate with cultists devoted to these entities, as well as Aberrations that share their goals, yet other warlocks of the Great Old One are experts at rooting out the chaos and wickedness inspired by bizarre beings from beyond the stars.


Warlocks

Warlocks gain arcane might through magical pacts with mysterious entities. While some use their abilities to serve the sources of their power, others use them to undermine or even destroy these entities.

Monster Tags: NPC

Habitat: ArcticHillMountainUnderdarkUrban

Ilias_Cade

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