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<blockquote data-quote="the Jester" data-source="post: 4454987" data-attributes="member: 1210"><p>Updated to MM3/MV standards <a href="http://www.enworld.org/forum/showthread.php?240292-10th-level-Monster-Conversions!/page2&p=6109344&viewfull=1#post6109344" target="_blank">here.</a> Also, added a Baphomet-aligned morkoth.</p><p></p><p><strong><span style="font-size: 18px">MORKOTH</span></strong></p><p> </p><p>Morkoths are strange undersea monsters. They are rarely seen, for their victims rarely survive to report their tales. A morkoth reportedly resembles a deep-sea fish with bulging eyes, protruding teeth and a sail-like fin along its back. Its lower body trails away in a series of eight octopus-like tentacles, but a morkoth also reportedly has crustacean-like legs on its underbelly. </p><p> </p><p>A morkoth lives at the center of a series of spiraling, interconnecting tunnels. A morkoth’s lair is often one of its strongest defenses, for the very act of traversing it subjects creatures to a hypnotic lull; treat this as an aura effect, as described in each morkoth’s entry.</p><p> </p><p>Morkoths are often accompanied by other unsavory aquatic life forms, but these are usually opportunists; a morkoth knows no loyalty to any creature save itself.</p><p></p><p><span style="font-size: 15px"><strong>MORKOTH SCHEMER--- Level 10 Lurker</strong></span></p><p>Medium aberrant magical beast--- XP 500</p><p>---</p><p>Initiative +11; Senses Perception +8; darkvision </p><p><strong>Hypnotic Lair (Charm)</strong> aura affects all creatures with line of sight to the morkoth within its lair; attacks each affected creature at the start of its turn: +11 vs. Will; Hit: the morkoth is invisible to the target until the start of its next turn (after the aura attacks again), even if it attacks.</p><p>HP 84; Bloodied 42</p><p>AC 24; Fortitude 22; Reflex 22; Will 24</p><p>Resist arcane 5</p><p>Speed 4, swim 8</p><p>---</p><p><strong>[Melee basic] Bite</strong> (standard; at will): +15 vs. AC; 1d8+5. If the morkoth schemer is invisible to the target, it does not know that it took damage, or how much, until the start of its next turn. (The target’s effects that trigger on bloodied, if any, trigger upon the victim’s becoming aware that he is bloodied.)</p><p></p><p><strong>Disorienting Withdrawal </strong>(move; only when bloodied; encounter): Only while underwater; the morkoth schemer shifts 4 squares.</p><p></p><p><strong>Combat Advantage:</strong> The morkoth schemer does an extra 1d6 damage when it has combat advantage.</p><p>---</p><p>Alignment chaotic evil; Languages Deep Speech, Green Speech</p><p>Skills Arcana +14, Stealth +12</p><p>Str 13; Dex 15; Wis 17</p><p>Con 18; Int 18; Cha 22</p><p></p><p></p><p><strong><span style="font-size: 15px">ABYSSAL MORKOTH--- Level 24 Solo Controller</span></strong></p><p>Medium aberrant magical beast--- XP 30,250</p><p>---</p><p>Initiative +16; Senses Perception +18; darkvision</p><p><strong>Hypnotic Lair (Charm)</strong> aura affects all creatures with line of sight to the morkoth within its lair; attacks each affected creature at the start of its turn: +26 vs. Will; Hit: the morkoth is invisible to the target until the start of its next turn (after the aura attacks again), even if it attacks.</p><p>HP 1125; Bloodied 562</p><p>AC 40; Fortitude 38; Reflex 36; Will 41</p><p>Resist arcane 10</p><p>Saving Throws +5</p><p>Speed 4, swim 8</p><p>Action Points 2</p><p>---</p><p><strong>[Melee basic] Bite </strong>(standard; at will): +29 vs. AC; 2d6+8 damage. If the morkoth schemer is invisible to the target, it does not know that it took damage, or how much, until the start of its next turn. (The target’s effects that trigger on bloodied, if any, trigger upon the victim’s becoming aware that he is bloodied.)</p><p><strong></strong></p><p><strong>[Melee] Stunning Bite</strong> (standard; at will): +29 vs. AC; 2d6+8 damage and the target is stunned (save ends). </p><p></p><p><strong>[Ranged] Hypnotic Glare</strong> (minor; at will): Range 12; +28 vs. Will; target takes an immediate standard action of the morkoth’s choice.</p><p></p><p><strong>[Area] Hypnotic Confusion</strong> (standard; recharge 5 6) Charm: Burst 4 within 10; attacks each creature in burst; +26 vs. Will; Hit: target is dazed and immobilized (save ends both); Miss: target is slowed (save ends).</p><p></p><p><strong>Evil Blood</strong> (immediate reaction; when hit by a melee attack; recharges when the morkoth hits with its stunning bite): The morkoth’s blood billows out in a close blast 2, attacking each creature in the blast: +26 vs. Fortitude; Hit: 3d6+8 damage and target suffers a -2 to attack (save ends).</p><p>---</p><p>Alignment chaotic evil; Languages Abyssal, Deep Speech, Green Speech</p><p>Skills Arcana +14, Stealth +12</p><p>Str 15; Dex 18; Wis 23</p><p>Con 25; Int 25; Cha 31</p></blockquote><p></p>
[QUOTE="the Jester, post: 4454987, member: 1210"] Updated to MM3/MV standards [URL="http://www.enworld.org/forum/showthread.php?240292-10th-level-Monster-Conversions!/page2&p=6109344&viewfull=1#post6109344"]here.[/URL] Also, added a Baphomet-aligned morkoth. [B][SIZE="5"]MORKOTH[/SIZE][/B] Morkoths are strange undersea monsters. They are rarely seen, for their victims rarely survive to report their tales. A morkoth reportedly resembles a deep-sea fish with bulging eyes, protruding teeth and a sail-like fin along its back. Its lower body trails away in a series of eight octopus-like tentacles, but a morkoth also reportedly has crustacean-like legs on its underbelly. A morkoth lives at the center of a series of spiraling, interconnecting tunnels. A morkoth’s lair is often one of its strongest defenses, for the very act of traversing it subjects creatures to a hypnotic lull; treat this as an aura effect, as described in each morkoth’s entry. Morkoths are often accompanied by other unsavory aquatic life forms, but these are usually opportunists; a morkoth knows no loyalty to any creature save itself. [SIZE="4"][B]MORKOTH SCHEMER--- Level 10 Lurker[/B][/SIZE] Medium aberrant magical beast--- XP 500 --- Initiative +11; Senses Perception +8; darkvision [B]Hypnotic Lair (Charm)[/B] aura affects all creatures with line of sight to the morkoth within its lair; attacks each affected creature at the start of its turn: +11 vs. Will; Hit: the morkoth is invisible to the target until the start of its next turn (after the aura attacks again), even if it attacks. HP 84; Bloodied 42 AC 24; Fortitude 22; Reflex 22; Will 24 Resist arcane 5 Speed 4, swim 8 --- [B][Melee basic] Bite[/B] (standard; at will): +15 vs. AC; 1d8+5. If the morkoth schemer is invisible to the target, it does not know that it took damage, or how much, until the start of its next turn. (The target’s effects that trigger on bloodied, if any, trigger upon the victim’s becoming aware that he is bloodied.) [B]Disorienting Withdrawal [/B](move; only when bloodied; encounter): Only while underwater; the morkoth schemer shifts 4 squares. [B]Combat Advantage:[/B] The morkoth schemer does an extra 1d6 damage when it has combat advantage. --- Alignment chaotic evil; Languages Deep Speech, Green Speech Skills Arcana +14, Stealth +12 Str 13; Dex 15; Wis 17 Con 18; Int 18; Cha 22 [B][SIZE="4"]ABYSSAL MORKOTH--- Level 24 Solo Controller[/SIZE][/B] Medium aberrant magical beast--- XP 30,250 --- Initiative +16; Senses Perception +18; darkvision [B]Hypnotic Lair (Charm)[/B] aura affects all creatures with line of sight to the morkoth within its lair; attacks each affected creature at the start of its turn: +26 vs. Will; Hit: the morkoth is invisible to the target until the start of its next turn (after the aura attacks again), even if it attacks. HP 1125; Bloodied 562 AC 40; Fortitude 38; Reflex 36; Will 41 Resist arcane 10 Saving Throws +5 Speed 4, swim 8 Action Points 2 --- [B][Melee basic] Bite [/B](standard; at will): +29 vs. AC; 2d6+8 damage. If the morkoth schemer is invisible to the target, it does not know that it took damage, or how much, until the start of its next turn. (The target’s effects that trigger on bloodied, if any, trigger upon the victim’s becoming aware that he is bloodied.) [B] [Melee] Stunning Bite[/B] (standard; at will): +29 vs. AC; 2d6+8 damage and the target is stunned (save ends). [B][Ranged] Hypnotic Glare[/B] (minor; at will): Range 12; +28 vs. Will; target takes an immediate standard action of the morkoth’s choice. [B][Area] Hypnotic Confusion[/B] (standard; recharge 5 6) Charm: Burst 4 within 10; attacks each creature in burst; +26 vs. Will; Hit: target is dazed and immobilized (save ends both); Miss: target is slowed (save ends). [B]Evil Blood[/B] (immediate reaction; when hit by a melee attack; recharges when the morkoth hits with its stunning bite): The morkoth’s blood billows out in a close blast 2, attacking each creature in the blast: +26 vs. Fortitude; Hit: 3d6+8 damage and target suffers a -2 to attack (save ends). --- Alignment chaotic evil; Languages Abyssal, Deep Speech, Green Speech Skills Arcana +14, Stealth +12 Str 15; Dex 18; Wis 23 Con 25; Int 25; Cha 31 [/QUOTE]
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