Deathlock (CR 3)
Alignment: Usually neutral evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +9, and Spot +9
AC: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Hit Dice: 3d12 (19 hp)
Fort +1, Ref +3, Will +4
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +1
Attack: Bite +1 melee
Full Attack: Bite +1 melee
Damage: Bite 1d4
Special Attacks/Actions: Spell-like abilities
Abilities: Str 11, Dex 15, Con -, Int 14, Wis 13, Cha 14
Special Qualities: undead traits, +2 turn resistance
Feats: Alertness; Improved Initiative
Skills: Concentration +6, Hide -8, Knowledge (arcana) +8, Listen +9, Spellcraft +8, and Spot +9
Advancement: By character class
Organization: Solitary, trio, or college (5-9)
A deathlock prefers to use its spell-like abilities from a distance, disdaining melee. Thus, it can also use inflict minor wounds to heal itself.
Spell-Like Abilities: At will - detect magic, inflict minor wounds (DC 13), read magic; 3/day - cause fear (DC 13), magic missile, summon monster I; 2/day - death knell (DC 14), ghoul glyph (DC 14). Caster level equals the deathlock's HD. The save DCs are Charisma-based.
Deathlocks are undead born of the corpses of powerful spellcasters whose remains are so charged with magic that they are unable to lie quiet in the grave. Animate, but shorn of the spirit that once ruled their forms, deathlocks seek to bring all those they meet into an intimate embrace with death. Only their knowledge of spellcasting remains, though twisted and changed.
Sometimes deathlocks retain a single shred of memory from their former spirits. If the recollection was dear to the spirit that once inhabited the now shriveled and blasted body of the deathlock, the creature usually seeks out the source of that memory, hoping to destroy it, compromise it, or undo the deeds associated with it.
Deathlocks stand between 5-1/2 and 6-1/2 feet tall and weigh between 100 and 120 pounds.
Deathlocks speak Common, Abyssal, and Infernal.