Kryx RPGThemesCreatures
Morkoth

Morkoth

Medium aberration
Challenge
11

STR
2
DEX
2
CON
2
INT
5
WIS
2
CHA
1

143
22d8+44
22
Soak
2
Fort
+2
Ref
+6
Will
+7
Defense note natural armor

Speed 5 m., swim 10 m.
Skills Insight +2 (13), Perception +6 (17), Primal (Int) +9 (20), Stealth +6 (17), Wilderness +6 (17)
Senses blindsight 5 m., darkvision 20 m.
Languages telepathy 20 m.

Amphibious. The morkoth can breathe air and water.

Maneuvers. The morkoth uses maneuvers (maneuver save Difficulty 14). It has 8 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

At will: grapple (Tentacles only)

1 stamina die: spring attack

Spellcasting. The morkoth uses Primal (Int) to cast spells (spell save Difficulty 17, +9 to hit with spell attacks). It has 8 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 14th-level spellcaster): corrode, mending, minor telekinesis, shock, snowball/icicle

1 mana: arc lightning, darkness, detect magic, force shield, lightning bolt, sending, teleport

2 mana: chain lightning, clairvoyance, detect thoughts, dispel magic, shatter

Actions (3)

Bite. Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 9 (2d6 + 2) slashing damage.

Tentacles (1/turn). Melee Weapon Attack: +6 to hit, reach 3 m. Hit: 15 (3d8 + 2) bludgeoning damage. If the morkoth uses the grapple maneuver, the target is restrained until the grapple ends, takes 15 (3d8 + 2) bludgeoning damage at the start of each of the morkoth’s turns, and the morkoth can’t use its tentacles on another target.

Hypnosis (1/turn). The morkoth projects a 5-meter cone of magical energy. Each creature in that area must make a Difficulty 17 Will saving throw. On a failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within 1 meter of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth’s Hypnosis for 24 hours.

Reactions

Spell Reflection. If the morkoth makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 20 meters of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Coastal, Underwatervgtm

Maneuvers

As an action, you can make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.