Kryx RPGThemesMonsters

Morkoth

Medium aberration
Challenge
11 (7,200 XP)

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

130
20d8+40
17
Soak
2
Fort
+2
Ref
+6
Will
+7
Defense note natural armor
Damage resistances bludgeoning, piercing, and slashing from nonmagical attacks

Speed 7.5 m., swim 15 m.
Senses blindsight 9 m., darkvision 35 m., passive Perception 18
Skills Perception +8, Stealth +6, Wilderness +6
Languages telepathy 35 m.

Amphibious. The morkoth can breathe air and water.

Maneuvers. The morkoth uses maneuvers (maneuver save DC 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, and knows the following maneuvers:

At will: grapple (Tentacles only)

1 stamina die: spring attack

Spellcasting. The morkoth is a 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 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, and knows the following spells:

Cantrips (at will): corrode, icicle, mending, minor telekinesis, shock

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

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

Actions

Multiattack. The morkoth makes three attacks: two with its bite and one with its tentacles or three with its bite.

Bite. Melee Weapon Attack: +6 to hit, reach 1.5 m. Hit: 9 (2d6 + 2) slashing damage.

Tentacles. Melee Weapon Attack: +6 to hit, reach 4.5 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. The morkoth projects a 9-meters cone of magical energy. Each creature in that area must make a DC 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 1.5 meters 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 35 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