Morpha (5e Creature)
Morpha[edit]
Tiny ooze, unaligned Armor Class 19 (natural armor)
Saving Throws Dex +4, Cha +1 Amorphous. The morpha can move through a space as narrow as 1 inch wide without squeezing. Aquatic Dependence. While the morpha is not submerged in water, attack rolls against it have advantage, and its damage resistance is ignored. If it starts its turn not submerged in water, it takes 1 necrotic damage. Innate Spellcasting. The morpha's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The morpha can innately cast the following spells, requiring no material components: At will: aqua push, shape water, water tendril (cast as a 5th-level spell), water whip Legendary Resistance. If the morpha fails a saving throw, it can choose to succeed instead. Slippery. The morpha has advantage on ability checks and saving throws made to escape a grapple. ACTIONSSlam. Melee Weapon Attack: +4 to hit (with advantage if target is grappled), reach 0 ft., one target. Hit: 1 bludgeoning damage plus 7 (2d6) acid damage.
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A morpha appears as a small violet or red orb the size of a hylian's head, surrounded with a slimy, crackling, and semitransparent membrane. One is never found out of a body of water. A morpha is not merely aquatic, but is able to magically manipulate the water around it. It does so to swim at incredibly high speeds, and can even form limbs out of water around itself to grab prey much larger than its body. Encounters with a morpha are quite rare, but more often than not it is the result of water seeming to come alive and reach out of a lake, pond, or coastline to drag an individual to their death. Underwater, a morpha can slowly dissolve and digest virtually any corpse with the acidic membrane that immediately surrounds its body. Chu Nature. The morpha doesn't require air or sleep.
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