Amphibious. The morkoth can breathe air and water.
Back Contents. roll a d10 rerolling duplicates or choose until you have five.
1. the corpse of a trapper and two human bodies carrying one uncommon magic item and a pouch of 10 gold each.
2. the bodies of three merfolk, a human pirate carrying a pouch of 50 gold with a trident through his heart and a merrow.
3. a shipwreck containing a human skeleton holding an rare magic item, and a chest with 50 gold in it
4. two sea spawn bodies and a chest containing a map or 50 gold (you choose).
5. the corpses of two human pirates, a sword wraith warrior and sword wraith captain remain.
6. the skeleton of a kraken priest clutching a spell scroll of water walking.
7. the corpses of a sea hag and two sea elves carrying tridents and 50 gold respectively.
8. a giant octopus wrapped around a chest containing a rare magic item.
9. a shipwreck containing a chest mimic and three human pirate corpses carrying 15 gold each.
10. a teapot guarded by two giant sharks, the teapot contains a djinni that will grant whoever finds it a wish spell scroll
Multiattack. the ancient morkoth either makes three bite attacks or two bite attacks and one tentacle attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 10 (3d6) psychic damage.
Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 15 (3d8 + 2) bludgeoning damage, and the target is grappled (escape DC: 14) if it is a Large or smaller creature. Until this grapple ends. the target is restrained and takes 15 (3d8 + 2) bludgeoning damage at the start of each of the ancient morkoth's turns. and the ancient morkoth can't use its tentacles on another target.
Hypnosis. The ancient morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC: 17 Wisdom saving throw. On a failed save, the creature is charmed by the ancient morkoth for 1 minute. While charmed in this way, the target tries to get as close to the ancient morkoth as possible, using its actions to Dash until it is within 5 feet of the ancient 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 ancient morkoth's Hypnosis for 24 hours.
Teleport (4/day).The ancient morkoth teleports, along with anything on its back, up to 120 feet to an unoccupied space it can see.
Spellcasting. The ancient morkoth casts one of the following spells, requiring no maerial components and using intelligence as the spellcasting ability (spell save dc 18):
At will: detect magic, mage hand
3/day each: darkness, dimension door, dispel magic, lightning bolt, sending
Spell Reflection. .if the ancient morkoth makes a successful spell save or a spell attack misses it, the ancient morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the ancient 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.
Teleport. If the ancient morkoths health is reduced to half or lower it can use its teleport action
the ancient morkoth can take 3 legendary actions, choosing from the options below. only one legendary action option can be used at a time and only at the end of another creatures turn. the ancient morkoth regains spent legendary actions at the start of his turn.
Teleport (Costs 1 Actions). the ancient morkoth uses its teleport action
Attack (cost 1 Actions). the ancient morkoth either uses its bite attack or his tentacles attack.
Description
a morkoth who has lasted millennia in the solitude of its lair slowly building up a sprawling collection of treasures, trinkets and corpses on its back.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count 20 (losing initiative ties), the ancient ancient morkoth takes a lair action to cause one of the following effects; the ancient morkoth can’t use the same effect two rounds in a row:
- The ancient morkoth uses its Hypnosis action, originating at a point within 120 feet of itself. It doesn't need to see the effect's point of origin.
- The ancient morkoth casts darkness, or dispel magic, using Intelligence as its spellcasting ability and without expending a spell slot.
Regional Effects
The island surrounding ancient morkoth’s lair is warped by the creatures presence, which creates the following effects:
- Alter Water.
With a thought (no action required), the ancient morkoth can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear).
- Locate Creatures and Objects. The ancient morkoth is aware of any new arrival, whether an object or a creature, on its island or in its sanctum. As an action, the ancient morkoth can locate any one creature or object on the island. Visitors to the island feel as though they are being watched, even when they aren't.
- Lost Possessions.
Each time a creature that has been on the island for less than a year finishes a short or long rest, it must make a DC 10 Intelligence (Investigation) check. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player's character). The possession remains nearby but concealed for a short time, so it can be recovered with a successful DC 15 Wisdom (Perception) check. An object that is misplaced but not recovered ends up in the ancient morkoth's lair 1 hour later. If the creature later goes to the ancient morkoth's lair, its lost possessions stand out in its perception and are easily recovered.
- Supernatural Lure.
Each time a creature that has been on the island for less than a year finishes a short or long rest, it must make a DC 10 Intelligence (Investigation) check. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player's character). The possession remains nearby but concealed for a short time, so it can be recovered with a successful DC 15 Wisdom (Perception) check. An object that is misplaced but not recovered ends up in the ancient morkoth's lair 1 hour later. If the creature later goes to the ancient morkoth's lair, its lost possessions stand out in its perception and are easily recovered.
- Morbid Hoard. one day after anything dies near the lair of an ancient morkoth it ends up on the ancient morkoths back.
Previous Versions
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6/26/2023 10:22:14 AM
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Coming Soon
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