This pale man in robes has long, black hair and an evil-looking goatee.

Warlock CR 5

XP 1,600
Warlock human witch 6
N Medium humanoid (human)
Init +6; Senses darkvision 30 ft.; Perception +6

AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 33 (6d6+12)
Fort +3, Ref +4, Will +5

Speed 30 ft.
Melee dagger +2 (1d4–1/19–20)
Ranged dagger +5 (1d4–1/19–20)
Special Attacks hexes (cackle, evil eye, misfortune)
Bloodline Spell-Like Abilities (CL 6th; concentration +7)
At will—shadowstrike (+2 touch, 1d4+3)
Witch Spell Slots (CL 6th; can’t cast or prepare spells)

3rd—3 spell slots for use with Arcane Blast (+5 ranged touch, 5d6 damage)

2nd—4 spell slots for use with Arcane Blast (+5 ranged touch, 4d6 damage)

1st—4 spell slots for use with Arcane Blast (+5 ranged touch, 3d6 damage)

Str 9, Dex 14, Con 12, Int 17, Wis 10, Cha 13
Base Atk +3; CMB +2; CMD 17
Feats Arcane Blast (90-foot range)(B), Armor Proficiency (light), Combat Casting, Defensive Combat Training, Improved Familiar, Improved Initiative
Skills Craft (Armor) +10, Craft (Weapons) +10, Fly +11, Knowledge (arcana) +12, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Perception +6, Ride +6, Spellcraft +12
Languages Common, Draconic, Elven, Giant
SQ sorcerer bloodline powers (shadow), witch’s familiar (hala; see above)

Environment any land
Organization solitary
Treasure NPC gear (chain shirt, dagger, other gear)

Hexes The warlock can use one of the hexes listed below on any creature within 30 feet. Using a hex is a standard action (unless noted otherwise) that does not provoke an attack of opportunity. Save DCs are Intelligence-based.

Cackle Hex (Su) As a move action, the warlock may cackle. Any creature within 30 feet that is under the effects of the warlock’s evil eye or misfortune hex has the duration of that hex extended by 1 round.

Evil Eye Hex (Su) This hex causes the target creature to take a –2 penalty on one of the following (warlock’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This effect lasts for 6 rounds, or 1 round if the target succeeds at a DC 16 Will save. This is a mind-affecting effect.

Misfortune Hex (Su) This hex causes the creature to suffer grave misfortune for 1 round. Whenever the target makes an ability checks, attack roll, saving throw, or skill check during this time, it must roll twice and take the worse result. A DC 16 Will save negates this effect. A creature may only be targeted by this hex once per day.

Shadowstrike (Sp) A creature hit by the warlock’s shadowstrike spell-like ability takes 1d4+3 damage. In addition, it is dazzled for 1 minute unless it has darkvision, low-light vision, or both.

“Warlock” is an acquired template that can be added to any creature with an ability to cast spells and a caster level of 6th or higher (referred to hereafter as the base creature). A warlock uses the base creature’s stats and abilities except as noted here.

Spells Loses the ability to cast, learn, and prepare spells, but retains the base creature’s normal number of spell slots per day. At the beginning of each day, these count as unused spell slots.

Feats Gains Arcane Blast as a bonus feat, even if the base creature doesn’t meet its normal prerequisites, and can expend unused divine spell slots to activate that feat as if they were unused arcane spell slots. The range of each ray produced by the warlock’s Arcane Blast feat increases to 30 feet plus 10 additional feet per caster level.

SQ Gains the bloodline powers of any one sorcerer bloodline if the base creature doesn’t already have one, using the base creature’s caster level as its effective sorcerer level for the purpose of that bloodline. The warlock can use use the 1st-level bloodline power of its bloodline at will instead of 3 + Charisma modifier times per day.

Warlocks are spellcasters who have turned their backs on traditional magic, abandoning the pursuit of spells to infuse themselves with raw magical power. Most have not only spurned mainstream magic, but broken oaths sworn to any number of gods, patrons, and mentors in the process. That being said, this breaking of oaths is not an absolute prerequisite.

There is, in fact, no fixed path one can follow to become a warlock. There is no warlock archetype or prestige class. Some spellcasters become warlocks upon suffering terrible curses or attracting particularly vile familiars. Some forge dangerous pacts with alien entities, or perform murderous rituals in which they sacrifice their own familiars. The exact process that must be used by any given would-be warlock is unique to that individual. Discovering the process may involve a lengthy quest for knowledge, a simple renunciation of a particular being, or anything in between.

Section 15: Copyright Notice – Epic Meepo Presents

Epic Meepo Presents: Monsters. © 2011-2012, Eric Morton.
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