The Warlock

The Warlock lurks in the great citadel hidden deep within the Skygg mountains. Here, he carries out his unfathomable, otherworldly rituals, and devotes himself fully to his god.

The Warlock’s true identity is a mystery; what is known is that he once was a normal man, but after researching some intriguing and radical beliefs, somehow found himself sucked in deep to the Cult of The Night King. He has made many sacrifices to his deity, including gouging out his own eyes, and binding his arms together with strong, iron chains. In return, he has been gifted with some sort of otherworldly powers.

The Battle

The party will find the Warlock within his altar room. He stands atop the altar, which is surrounded by a moat of water, 10ft. deep. The altar itself is a rectangular shape (35*25 ft.) The altar is surrounded by a set of stairs just beyond the moat, which are difficult terrain and each take up a (5ft*5ft) area. 14 suits of armor line the walls. When the battle begins, The Warlock animates these suits of armor telepathically. Use the Animated Armor stat block. These suits act on their own initiative, and follow The Warlock’s commands. He will attempt to surround himself with seven of the suits, to protect himself from ranged attacks, and the remaining 7 will attack the players.

When The Warlock has been lowered to an appropriate number of hit points, he transitions into its next phase. The chains that bind his hands break, and he is veiled in dark energy as he raises above the ground. He flies away, destroys all remaining armours, and summons 4 shadows, who crawl out from the water. The shadows attack the players, and attempt to pull them into the water, which is a portal to Shadowfell.

When the Warlock has again been lowered to 10 or fewer hit points, he trainsitions into the destructive phase. He flies above the players, and a cloud of debris surrounds him. The castle starts to fall apart, and two massive hands made from pieces of debris materialise. These hands behave the same way as the Bigby’s Hand spell effect. The hands also have their own initiative. The Warlock uses more high-level and destructive spells.

When The Warlock is killed, he fires swords and debris from his surroundings at himself to prevent him from being slain. Following his death, the building begins to shake and collapse as if under the effects of the Earthquake spell, and the players must flee.

 

 

The Warlock

Medium humanoid, lawful neutral


Armor Class
18
Hit Points
114
Speed
6ft.

STR DEX CON INT WIS CHA
10 (+0) 9 (-1) 18 (+4) 16 (+3) 22 (+6) 16 (+3)

Condition Immunities
Charmed, Surprised
Senses
Arcane eye 2,000ft,. passive Perception 24
Languages
Cannot speak but understands all languages, Telepathy 2,000ft.

Arcane Eye. The Warlock is aware of the presence of all creatures within 2 miles of it that are not under the effects of an Anti-magic Field, it can read the surface thoughts of all creatures detected in this way, and send simple, telepathic messages. If The Warlock is placed under the effects of an Anti-magic field, this trait does not function if The Warlock is placed under the effects of an Anti-magic Field.

Psychic Predator. The Warlock has advantage on attacks against frightened creatures.

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

Phases. (2/day) If The Warlock reaches 10 hit points or fewer, it automatically regains full hit points, moves up to its full movement speed, and changes forms. The Warlock starts in the defensive form, then switches to the offensive form, then to its destructive form.

Offensive form. The Warlock gains a flying speed of 60ft, its Armor Class is reduced by 2, and it gains the ability to cast a spell as part of its multiattack.

Destructive form. The Warlock controls two giant stone hands, which each behave as the Bigby’s Hand spell. It controls both of these hands as a bonus action on each of its turns.

Spellcasting. (DC 18) (+7)

Cantrips: True Strike
2nd level (4 slots): Ray of enfeeblement, Crown of Madness
3rd level (4 slots): Counterspell
4th level (1 slot): Phantasmal killer

5th level (2 slots) :Telekinesis

Actions

Multiattack. The Warlock makes four attacks, which can either be Blast attacks or Catapult attacks. If The Warlock is in its Offensive or Destructive form, it can also cast a spell

Catapult. Ranged Weapon Attack: +7 to hit, reach 60ft., one target. Hit 11 (2d4 + 6) piercing, bludgeoning, or slashing damage

Blast. Ranged spell attack: +7 to hit, reach 120ft., one target. Hit 8 (1d10 + 3) force damage, and the target is pushed 10ft either towards or away from The Warlock.

Reactions

Parry. If The Warlock would be hit by a melee attack, it can use its reaction to temporarily increase its AC by 5 points, if the attack would not hit this AC, then the hit is cancelled.

Deflect If a ranged attack misses the Warlock, it can use its reaction to deflect the attack against the attacker. The attack has a +7 to hit, and if it is a weapon attack, the damage bonus is equal to +6.

Legendary Actions

The Warlock can take 3 legendary actions, choosing from 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.

Movement. The Warlock and all of its allies move up to their full movement speed, this movement does not provoke opportunity attacks.

Attack. The Warlock makes a ranged attack

Multiattack. (Costs 2 actions) The Warlock uses its Multitattack, this does not include spells.

The Warlock’s Lair

Lair Actions

On initiative count 20 (losing initiative ties), The Warlock can take a lair action to cause one of the following magical effects; The Warlock can’t use the same effect two rounds in a row:

  • The Warlock chooses one point within 60ft, Squirming, ebony tentacles fill a 20-foot circle centered on this point. For the round, these tentacles turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature restrained by the tentacles can use its action to make a DC 16 Strength or Dexterity saving throw. On a success, it frees itself.

 

 

  • The Warlock causes a tremor in the ground, all creatures must succeed on a DC 16 Dexterity saving throw or be knocked prone, those who fail this saving throw by 5 or more take 2d6 bludgeoning damage and are restrained (Escape DC 15)
  • The Warlock calls forth the spirits of creatures that died in its lair. 2d4 specters appaear in areas of The Warlock’s choice within 60ft. They follow the Warlock’s commands on their initiative, until they dissappear at the end of the round.
  • (Defensive form only) The Warlock attempts to telekinetically disarm 6 targets withing 120ft. All targets must succeed on a DC 16 Wisdom saving throw or any objects the creature is holding are removed from their grip. The Warlock makes a catapult attack for every item taken, and targets a creature other than the one who lost the item.
  • (Offensive form only) The Warlock chooses a point within 60ft. All creatures within a 30ft sphere centered on this point must succeed a DC 16 Wisdom saving throw or drop whatever its holding and become frightened until the start of the next round. A creature can use its action to repeat the saving throw, ending the effect on a success.
  • (Destructive form only) The Warlock causes an explosion of debris and rubble, all creatures within 120ft must succeed on a DC 16 Dexterity saving throw or be knocked backwards 10ft and take 3d6 bludgeoning damage, or half as much on a successful save