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Risen Warlock

Medium undead, chaotic evil or chaotic neutral

Armor Class 13 (16 with mage armor)

Hit Points 170 (20d8 + 80)

Speed 30 ft.

10 (+0 16 (+3) 18 (+4 15 (+2) 14 (+2) 21 (+5)

Saving Throws Wis +7, Cha +10

Skills Deception +10, History +7, Persuasion +10, Yog-Sothothery +7

Damage Resistances psychic; bludgeoning, piercing, and slashing damage from nonmagical attacks

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 120 ft., truesight 30 ft., passive Perception 12

Languages Aklo, Common, any other language, telepathy 120 ft.

Challenge 14 (11,500 XP)

Special Traits

  • Devil’s Sight. The risen warlock’s darkvision isn’t impeded by magical darkness.
  • Innate Spellcasting. The risen warlock’s spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells:
    • At will: alter self, detect magic, mage armor
    • 1/day each: dominate monster, finger of death, mass suggestion, power word kill
  • Pact of the Chain. The risen warlock has a rat familiar. If the familiar hits with an attack, and it had advantage on the attack roll or the risen warlock was within 5 feet of the target and not incapacitated, the familiar deals an additional 21 (6d6) damage.
  • Spellcasting (Pact Magic). The risen warlock is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It knows the following spells:
    • Cantrips (at will): chill touch, eldritch blast, minor illusion, prestidigitation
    • 1st–5th level (4 5th-level slots): banishment, bestow curse (1/day), blight, charm person, dimension door, dispel magic, dream, find familiar, fly, hold person, polymorph (1/day), ray of enfeeblement, vampiric touch
  • Turning Defiance. The risen warlock has advantage on saving throws against effects that turn undead.


  • Multiattack. The risen warlock makes two dagger attacks, casts two cantrips, or casts one Pact Magic spell that uses a spell slot. Its familiar can then use its reaction to make an attack.
  • Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 22 (4d10) necrotic damage.
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Sandy Petersen’s Cthulhu Mythos, © 2018, Petersen Games; Authors: Sandy Petersen, David N. Ross, James Jacobs, Arthur Petersen, Ian Starcher.