Warlock of the Hexblade (5e Creature)

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Warlock of the Hexblade[edit]

Medium humanoid (any race), any alignment


Armor Class 18 (breastplate, shield)
Hit Points 105 (14d8 + 42)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 12 (+1) 12 (+1) 18 (+4)

Saving Throws Wis +4, Cha +7
Skills Athletics +6, Deception +7, Intimidation +7, Religion +4
Senses darkvision 120 ft., passive Perception 11
Languages any one language (usually Common)
Challenge 6 (2,300 XP)


Accursed Specter (1/Day). When the warlock kills a humanoid, that humanoid's soul rises as a specter at the start of its next turn, under the warlock's control.

Devil's Sight. Magical darkness doesn't impede the warlock's darkvision.

Eldritch Grasp. When the warlock hits a creature with its eldritch blast, the target is pulled 10 feet in a straight line toward the warlock, and the target's speed is reduced by 10 feet until the end of the warlock's next turn.

Hex Warrior. The warlock's weapon attacks use its Charisma modifier to calculate attack rolls and damage (included in the attack).

Innate Spellcasting. The warlock's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: alter self, detect magic, speak with dead
1/day each: forcecage, mass suggestion

Pact Magic. The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): booming blade, eldritch blast, green-flame blade, mind sliver
1st-5th level (three 5th-level slots): banishing smite, blur, darkness, dimension door, dispel magic, enemies abound, fear, hold person, staggering smite, steel wind strike

ACTIONS

Multiattack. The warlock may use Conjure Pact Weapon. It then makes three attacks with its pact weapon, or casts a spell with a casting time of 1 action.

Conjure Pact Weapon. The warlock conjures a pact weapon in its empty hand, with which it is proficient. The warlock chooses which weapon is created each time it uses this action, though the conjured weapon must be a melee weapon. This weapon functions as a magical +1 weapon. A pact longsword is shown below as an example, but the warlock is not restricted to using a longsword exclusively. The warlock must drop its shield in order to wield a weapon with the two-handed property.

The pact weapon disappears if it is away from the warlock for 1 minute or more, the warlock uses the Conjure Pact Weapon action again, the warlock dismisses it (no action required), or the warlock dies.

Pact Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4 + 1) slashing damage.

BONUS ACTIONS

Hexblade's Curse (Recharges on a Short or Long Rest). The warlock places a baleful curse on one creature it can see within 30 feet. The target is cursed for 1 minute or until the warlock dies or is incapacitated. This grants the warlock the following benefits:

  • The warlock gains a +3 bonus on damage rolls against the cursed target.
  • When the warlock attacks the cursed target, the warlock scores a critical hit on a d20 roll of 19 or 20.

When the cursed creature dies, the warlock can apply the curse to a different creature it can see within 30 feet.

REACTIONS

Armor of Hexes. When a creature cursed by the warlock's Hexblade's Curse bonus action attacks the warlock, the warlock can roll a d6. On a roll of 4 or higher, the attack misses the warlock, regardless of the cursed creature's attack roll.

Warlocks of the hexblade gain their powers through pledging service to a powerful and mysterious entity from the Shadowfell. Such warlocks meld swords and sorcery, becoming a force to be reckoned with on the battlefield. Those slain by a hexblade become spiritually bound to their killer and forced to do the warlock's bidding.

In combat, the warlock is usually encountered alongside multiple specters, which it controls. At the start of combat, the warlock identifies what it believes to be the most dangerous foe and targets it with Hexblade's Curse. It then attempts to engage the target in melee, using darkness to cover itself and booming blade and Eldritch Grasp to prevent escape. The warlock uses mass suggestion to sow disunion amongst its enemies, hold person as a 5th-level spell or forcecage to divide and conquer, and steel wind strike to attack multiple targets at once. When reduced to 30 hit points or below, the warlock attempts to escape, using dimension door if it has a spell slot remaining, or the Dash action if it does not.


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