Morkoth (4e Creature)

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Morkoths are creatures of the deep which resemble something like a squid crossed with a crustacean. Early descriptions actually day they might have once been humanoid. In actuality, they are aberrations, given their monstrous shape and powers of intellect. Their shrewd intelligence meant they could barter with other races, and they often collected items of great value as bargaining chips. They conducted business often with other evil races like the sahuagin, and reveled in betrayal. The only thing they feared other than starvation was supposedly a kraken.

These evil creatures mate every ten years, laying their eggs at the sea floor, and live close to 100 years old. Their intelligence however reaches remarkable heights after just five years of being a hatchling. Save for these mating periods, morkoths are solitary hunters. This has added to their mystique, as few can say for sure what crazy god made this abomination of nature.

Lore[edit]

The player knows the following information with a successful dungeoneering check.

DC 15: A morkoth has a venomous bite, which it uses on victims after hypnotizing them.

DC 20: They love to trade with other evil traders, often bargaining with treasures accrued in their maze-like homes.

Encounters[edit]

Morkoths are almost always solitary creatures that lurk within their lairs. Save for reproduction, they rarely interact with other creatures. However, they have been known to collaborate with other evil creatures like sahuagin, demanding living sacrifices in exchange for things like their hoard of treasures or their aid in a battle. However, they will not get involved in battles in which victory is uncertain, and they are often subservient to stronger creatures like aboleths and kraken.

Morkoth[edit]

Morkoth
Level 11 Solo lurker
Medium Aberrant Magical Beast (aquatic)
XP 1200
HP 130; Bloodied 65 Initiative +6
AC 18; Fortitude 13, Reflex 14, Will 18 Perception +9
Speed 5, swim 10 blindsight, darkvision
Saving Throws +5; Action Points 2
Standard Actions
Basicmelee.png Bite ♦ At-Will
Attack: +8 vs. AC
Hit: 2d8 + 6 poison damage
Melee.png Tentacle ♦ At-Will
Attack: Reach 2; +8 vs. AC
Hit: 2d6 + 6 bludgeoning damage
Miss: half damage
Effect: On hit, the target is grabbed (until escape)
Area.png Hypnosis (Charm)♦ Encounter
Attack: Close blast 5 (creatures in blast); +11 vs. Will
Hit: the target is dominated (save ends)
Skills Arcana, history, perception, stealth
Str 14 (+7) Dex 14 (+7) Wis 15 (+7)
Con 14 (+7) Int 20 (+10) Cha 13 (+6)
Alignment Chaotic Evil Languages telepathy 20
Equipment

Morkoths revel in cruelty and hatred. They reside in the deep depths of oceans and seas where they devour sharks, triton and sahuagin. Their homes are labyrinths to trap prey in. They have a poisonous bite, which is the most lethal weapon they have. But what makes the truly dangerous is their mind-altering powers as afforded by their aberrant origin.

Typically a morkoth will use its hypnosis to lure prey to its lair. Then it proceeds to restrain it with its tentacles and devour the victim alive. It chooses its victims carefully and is cautious to approach what it might not be able to defeat.


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