Large aberration, Chaotic Evil
| Armor Class | 17 (natural armor) |
|---|---|
| Hit Points | 165 (22d10 + 44) |
| Speed | 25 ft., swim 50 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 14 (+2) | 14 (+2) | 20 (+5) | 15 (+2) | 13 (+1) |
| Saving Throws | Dex +6, Int +9, Wis +6 |
|---|---|
| Skills | Arcana +9, History +9, Perception +10, Stealth +6 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | blindsight 30 ft., darkvision 120 ft., passive Perception 20 |
| Languages | telepathy 120 ft. |
| Challenge | 11 |
The morkoth can breathe air and water.
The morkoth makes either two Bite attacks and one Tentacles attack or three Bite attacks.
Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 10 (3d6) psychic damage.
Melee Attack Roll: +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 its turns, and the morkoth can't use its tentacles on another target.
The 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 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 5 feet 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.
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 120 feet 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.
The morkoth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: detect magic, mage hand
3 each/day: darkness, dimension door, dispel magic, lightning bolt, sending
Medium aberration, Chaotic Evil
| Armor Class | 17 (natural armor) |
|---|---|
| Hit Points | 130 (20d8 + 40) |
| Speed | 25 ft., swim 50 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 14 (+2) | 14 (+2) | 20 (+5) | 15 (+2) | 13 (+1) |
| Saving Throws | Dex +6, Int +9, Wis +6 |
|---|---|
| Skills | Arcana +9, History +9, Perception +10, Stealth +6 |
| Damage Vulnerabilities | — |
| Damage Resistances | bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | blindsight 30 ft., darkvision 120 ft., passive Perception 20 |
| Languages | telepathy 120 ft. |
| Challenge | 11 |
The morkoth can breathe air and water.
The morkoth makes three attacks: two with its bite and one with its tentacles or three with its bite.
Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Melee Attack Roll: +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 morkoth's turns. and the morkoth can't use its tentacles on another target.
The 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 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 5 feet 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.
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 120 feet 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.
The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9 to hit with spell attacks). The morkoth has the following wizard spells prepared:
Cantrips: acid splash, mage hand, mending, ray of frost, shocking grasp
Level 1 (4 slots): detect magic, identify, shield, witch bolt
Level 2 (3 slots): darkness, detect thoughts, shatter
Level 3 (3 slots): dispel magic, lightning bolt, sending
Level 4 (3 slots): dimension door, Evard's black tentacles
Level 5 (3 slots): geas, scrying
Level 6 (1 slots): chain lightning