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<blockquote data-quote="the Jester" data-source="post: 6109344" data-attributes="member: 1210"><p><strong><span style="font-size: 18px">MORKOTH</span> </strong></p><p><strong> Source: </strong>1e Monster Manual.</p><p> </p><p>A morkoth is a strange monster from the deepest ocean depths. They are rarely seen, for their victims do not often survive an encounter with the strange beast. Even the form of the morkoth is uncertain, as the few reports from those that do survive meeting a morkoth are inconsistent. According to most reports, the morkoth's body resembles that of a deep-sea fish with bulging eyes and protruding teeth. Most reports claim that the morkoth has a sail-like fin running along its back. Its lower body is said to trail away in a series of tentacles- variously numbered at two, four, eight or twelve- but other reports claim that it has crustacean-like legs on its underbelly. </p><p> </p><p><strong>Hypnotic Lairs:</strong> A morkoth lives at the center of a series of spiraling, interconnecting tunnels. Travel through this lair is inevitably confusing and lays strange enchantments upon the minds of intruders, leaving them easy prey for the morkoth. Merely traversing the tunnels subjects such unfortunates to a hypnotic lulling effect. Many creatures that fight a morkoth do not even realize that it is there until the fight is almost over. </p><p> </p><p><strong>Accompanied by Opportunists:</strong> Often, opportunistic predators will accompany a morkoth, hoping to feed on its leavings or snatch a victim out of a group of intruders. These predators are constantly in danger of becoming the morkoth's prey, should it grow hungry. A morkoth knows no loyalty to any creature save itself.</p><p></p><p><strong><span style="font-size: 15px">Morkoth Schemer --- Level 10 Lurker </span></strong> </p><p>Medium aberrant magical beast (aquatic) --- XP 500 </p><p>HP 84; Bloodied 42 Initiative +11</p><p>AC 24; Fortitude 22; Reflex 22; Will 24 Perception +8</p><p>Speed 4, swim 8 Darkvision </p><p>Resist 5 arcane </p><p></p><p><strong>TRAITS </strong></p><p><strong>Hypnotic Lair (charm) * Aura special</strong></p><p> This aura affects each non-morkoth with line of sight to the morkoth while within its lair. At the start of the creature's turn, the aura makes the following attack against the target.</p><p> Attack (Free Action): +13 vs. Will.</p><p> Hit: The morkoth is invisible to the target until the start of the target's next turn, after the aura attacks again, even if the morkoth makes an attack against it.</p><p></p><p><strong>Aquatic</strong></p><p> The morkoth can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Bite * At Will </strong></p><p> Attack: Melee 1 (one creature); +15 vs. AC.</p><p> Hit: 2d8+5 damage, or 4d8+5 damage if the morkoth is invisible to the target.</p><p> Special: If the morkoth is invisible to the target, the target does not know that it took damage, or how much, until the start of the target's turn. The target is not bloodied, nor does it fall unconscious, until it realizes that it took the damage.</p><p></p><p><strong>MOVE ACTIONS </strong></p><p><strong>Disorienting Withdrawal * Encounter </strong></p><p> Requirement: The morkoth must be bloodied.</p><p> Effect: The morkoth schemer shifts 4 squares. </p><p>---</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>Alignment chaotic evil Languages Deep Speech, Green Speech </p><p></p><p><strong><span style="font-size: 15px">Morkoth of Baphomet --- Level 11 Solo Lurker </span></strong> </p><p>Medium aberrant magical beast (aquatic) --- XP 3,000 </p><p><em> A morkoth of Baphomet is a morkoth that has been touched by the demon lord of mazes, sometimes through worship and ritual, and sometimes through the demon lord's own capriciousness. Either way, such a monstrosity resembles a morkoth with a bull's head, and it stinks like a horrid mixture of cattle and fish.</em></p><p>HP 360; Bloodied 180 Initiative +13</p><p>AC 25; Fortitude 23; Reflex 23; Will 25 Perception +8</p><p>Speed 4, swim 8 Darkvision </p><p>Resist 5 arcane </p><p>Saving Throws +5; Action Points 2 </p><p></p><p><strong>TRAITS </strong></p><p><strong>Hypnotic Lair (charm) * Aura special</strong></p><p> This aura affects each non-morkoth with line of sight to the morkoth while within its lair. At the start of the creature's turn, the aura makes the following attack against the target.</p><p> Attack (Free Action): +14 vs. Will.</p><p> Hit: The morkoth is invisible to the target until the start of the target's next turn, after the aura attacks again, even if the morkoth makes an attack against it.</p><p></p><p><strong>Aquatic</strong></p><p> The morkoth can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Gore * At Will </strong></p><p> Attack: Melee 1 (one creature); +16 vs. AC.</p><p> Hit: 2d8+6 damage, or 4d8+6 damage if the morkoth is invisible to the target.</p><p> Special: If the morkoth is invisible to the target, the target does not know that it took damage, or how much, until the start of the target's turn. The target is not bloodied, nor does it fall unconscious, until it realizes that it took the damage.</p><p></p><p><strong>(melee) Goring Charge * At Will</strong></p><p> Effect: The morkoth of Baphomet charges and makes the following attack in place of a melee basic attack.</p><p> Attack: Melee 1 (one creature); +15 vs. Fortitude. (This includes the +1 bonus for charging.)</p><p> Hit: 3d8+6 damage, and the morkoth pushes the target 2 squares and the target falls prone.</p><p></p><p><strong>(melee) Gore and Toss * At Will</strong></p><p> Effect: The morkoth of Baphomet uses gore. If it hits, it makes the following secondary attack against the same target.</p><p> Secondary Attack: +13 vs. Fortitude.</p><p> Hit: 1d8 damage, and the morkoth slides the target 2 squares. If the morkoth was invisible to the target, it becomes visible to it. </p><p></p><p><strong>MOVE ACTIONS </strong></p><p><strong>Disorienting Withdrawal * Encounter </strong></p><p> Requirement: The morkoth must be bloodied.</p><p> Effect: The morkoth of Baphomet shifts 4 squares. </p><p></p><p><strong>MINOR ACTIONS </strong></p><p><strong>(close) Hypnotic Glare (charm, gaze) * At Will </strong></p><p> Attack: Close blast 10 (one creature in blast); +14 vs. Will.</p><p> Hit: The target takes a standard action of the morkoth's choice as a free action, including using an at will power or charging.</p><p>---</p><p>Skills Arcana +14, Stealth +12</p><p>Str 16 Dex 15 Wis 17 </p><p>Con 18 Int 18 Cha 22 </p><p>Alignment chaotic evil Languages Deep Speech, Green Speech </p><p></p><p><strong><span style="font-size: 15px">Abyssal Morkoth --- Level 24 Solo Controller</span></strong> </p><p>Medium aberrant magical beast (aquatic) --- XP 30,250 </p><p>HP 900; Bloodied 450 Initiative +16 </p><p>AC 38; Fortitude 37; Reflex 34; Will 38 Perception +18 </p><p>Speed 4, swim 8 Darkvision </p><p>Resist 10 arcane </p><p>Saving Throws +5; Action Points 2 </p><p></p><p><strong>TRAITS </strong></p><p><strong>Hypnotic Lair (charm) * Aura special</strong></p><p> This aura affects each non-morkoth with line of sight to the morkoth while within its lair. At the start of the creature's turn, the aura makes the following attack against the target.</p><p> Attack (Free Action): +27 vs. Will.</p><p> Hit: The morkoth is invisible to the target until the start of the target's next turn, after the aura attacks again, even if the morkoth makes an attack against it.</p><p></p><p><strong>Aquatic</strong></p><p> The morkoth can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Bite * At Will </strong></p><p> Attack: Melee 1 (one creature); +29 vs. AC.</p><p> Hit: 4d8+9 damage, or 6d8+9 damage if the morkoth is invisible to the target.</p><p> Special: If the morkoth is invisible to the target, the target does not know that it took damage, or how much, until the start of the target's turn. The target is not bloodied, nor does it fall unconscious, until it realizes that it took the damage.</p><p></p><p><strong>(melee) Stunning Bite (poison) * At Will</strong></p><p> Requirement: The morkoth must be invisible to the target.</p><p> Attack: Melee 1 (one creature); +29 vs. AC.</p><p> Hit: 5d8+9 damage, and the target is stunned (save ends).</p><p></p><p><strong>(area) Hypnotic Confusion * Recharge 5 6</strong></p><p> Attack: Area burst 2 within 10 (each enemy in burst); +26 vs. Will.</p><p> Hit: The target is dazed and immobilized (save ends both).</p><p> Miss: The target is slowed (save ends).</p><p></p><p><strong>MINOR ACTIONS </strong></p><p><strong>(close) Hypnotic Glare (charm, gaze) * At Will </strong></p><p> Attack: Close blast 10 (one creature in blast); +28 vs. Will.</p><p> Hit: The target takes a standard action of the morkoth's choice as a free action, including using an at will power or charging.</p><p></p><p><strong>TRIGGERED ACTIONS </strong></p><p><strong>(close) Evil Blood (poison) * Recharges when the morkoth hits with stunning bite while bloodied</strong></p><p> Trigger: The morkoth is hit by a melee attack.</p><p> Attack (Immediate Reaction): Close blast 2 (each creature in blast); +26 vs. Fortitude.</p><p> Hit: 3d6+14 poison damage, and the target suffers a -2 penalty to attack rolls (save ends).</p><p>---</p><p>Skills Arcana +24, Stealth +21 </p><p>Str 15 Dex 18 Wis 23 </p><p>Con 25 Int 25 Cha 31 </p><p>Alignment chaotic evil Languages Abyssal, Deep Speech, Green Speech</p></blockquote><p></p>
[QUOTE="the Jester, post: 6109344, member: 1210"] [B][SIZE=5]MORKOTH[/SIZE] Source: [/B]1e Monster Manual. A morkoth is a strange monster from the deepest ocean depths. They are rarely seen, for their victims do not often survive an encounter with the strange beast. Even the form of the morkoth is uncertain, as the few reports from those that do survive meeting a morkoth are inconsistent. According to most reports, the morkoth's body resembles that of a deep-sea fish with bulging eyes and protruding teeth. Most reports claim that the morkoth has a sail-like fin running along its back. Its lower body is said to trail away in a series of tentacles- variously numbered at two, four, eight or twelve- but other reports claim that it has crustacean-like legs on its underbelly. [B]Hypnotic Lairs:[/B] A morkoth lives at the center of a series of spiraling, interconnecting tunnels. Travel through this lair is inevitably confusing and lays strange enchantments upon the minds of intruders, leaving them easy prey for the morkoth. Merely traversing the tunnels subjects such unfortunates to a hypnotic lulling effect. Many creatures that fight a morkoth do not even realize that it is there until the fight is almost over. [B]Accompanied by Opportunists:[/B] Often, opportunistic predators will accompany a morkoth, hoping to feed on its leavings or snatch a victim out of a group of intruders. These predators are constantly in danger of becoming the morkoth's prey, should it grow hungry. A morkoth knows no loyalty to any creature save itself. [B][SIZE=4]Morkoth Schemer --- Level 10 Lurker [/SIZE][/B] Medium aberrant magical beast (aquatic) --- XP 500 HP 84; Bloodied 42 Initiative +11 AC 24; Fortitude 22; Reflex 22; Will 24 Perception +8 Speed 4, swim 8 Darkvision Resist 5 arcane [B]TRAITS Hypnotic Lair (charm) * Aura special[/B] This aura affects each non-morkoth with line of sight to the morkoth while within its lair. At the start of the creature's turn, the aura makes the following attack against the target. Attack (Free Action): +13 vs. Will. Hit: The morkoth is invisible to the target until the start of the target's next turn, after the aura attacks again, even if the morkoth makes an attack against it. [B]Aquatic[/B] The morkoth can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures. [B]STANDARD ACTIONS (mbasic) Bite * At Will [/B] Attack: Melee 1 (one creature); +15 vs. AC. Hit: 2d8+5 damage, or 4d8+5 damage if the morkoth is invisible to the target. Special: If the morkoth is invisible to the target, the target does not know that it took damage, or how much, until the start of the target's turn. The target is not bloodied, nor does it fall unconscious, until it realizes that it took the damage. [B]MOVE ACTIONS Disorienting Withdrawal * Encounter [/B] Requirement: The morkoth must be bloodied. Effect: The morkoth schemer shifts 4 squares. --- Skills Arcana +14, Stealth +12 Str 13 Dex 15 Wis 17 Con 18 Int 18 Cha 22 Alignment chaotic evil Languages Deep Speech, Green Speech [B][SIZE=4]Morkoth of Baphomet --- Level 11 Solo Lurker [/SIZE][/B] Medium aberrant magical beast (aquatic) --- XP 3,000 [I] A morkoth of Baphomet is a morkoth that has been touched by the demon lord of mazes, sometimes through worship and ritual, and sometimes through the demon lord's own capriciousness. Either way, such a monstrosity resembles a morkoth with a bull's head, and it stinks like a horrid mixture of cattle and fish.[/I] HP 360; Bloodied 180 Initiative +13 AC 25; Fortitude 23; Reflex 23; Will 25 Perception +8 Speed 4, swim 8 Darkvision Resist 5 arcane Saving Throws +5; Action Points 2 [B]TRAITS Hypnotic Lair (charm) * Aura special[/B] This aura affects each non-morkoth with line of sight to the morkoth while within its lair. At the start of the creature's turn, the aura makes the following attack against the target. Attack (Free Action): +14 vs. Will. Hit: The morkoth is invisible to the target until the start of the target's next turn, after the aura attacks again, even if the morkoth makes an attack against it. [B]Aquatic[/B] The morkoth can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures. [B]STANDARD ACTIONS (mbasic) Gore * At Will [/B] Attack: Melee 1 (one creature); +16 vs. AC. Hit: 2d8+6 damage, or 4d8+6 damage if the morkoth is invisible to the target. Special: If the morkoth is invisible to the target, the target does not know that it took damage, or how much, until the start of the target's turn. The target is not bloodied, nor does it fall unconscious, until it realizes that it took the damage. [B](melee) Goring Charge * At Will[/B] Effect: The morkoth of Baphomet charges and makes the following attack in place of a melee basic attack. Attack: Melee 1 (one creature); +15 vs. Fortitude. (This includes the +1 bonus for charging.) Hit: 3d8+6 damage, and the morkoth pushes the target 2 squares and the target falls prone. [B](melee) Gore and Toss * At Will[/B] Effect: The morkoth of Baphomet uses gore. If it hits, it makes the following secondary attack against the same target. Secondary Attack: +13 vs. Fortitude. Hit: 1d8 damage, and the morkoth slides the target 2 squares. If the morkoth was invisible to the target, it becomes visible to it. [B]MOVE ACTIONS Disorienting Withdrawal * Encounter [/B] Requirement: The morkoth must be bloodied. Effect: The morkoth of Baphomet shifts 4 squares. [B]MINOR ACTIONS (close) Hypnotic Glare (charm, gaze) * At Will [/B] Attack: Close blast 10 (one creature in blast); +14 vs. Will. Hit: The target takes a standard action of the morkoth's choice as a free action, including using an at will power or charging. --- Skills Arcana +14, Stealth +12 Str 16 Dex 15 Wis 17 Con 18 Int 18 Cha 22 Alignment chaotic evil Languages Deep Speech, Green Speech [B][SIZE=4]Abyssal Morkoth --- Level 24 Solo Controller[/SIZE][/B] Medium aberrant magical beast (aquatic) --- XP 30,250 HP 900; Bloodied 450 Initiative +16 AC 38; Fortitude 37; Reflex 34; Will 38 Perception +18 Speed 4, swim 8 Darkvision Resist 10 arcane Saving Throws +5; Action Points 2 [B]TRAITS Hypnotic Lair (charm) * Aura special[/B] This aura affects each non-morkoth with line of sight to the morkoth while within its lair. At the start of the creature's turn, the aura makes the following attack against the target. Attack (Free Action): +27 vs. Will. Hit: The morkoth is invisible to the target until the start of the target's next turn, after the aura attacks again, even if the morkoth makes an attack against it. [B]Aquatic[/B] The morkoth can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures. [B]STANDARD ACTIONS (mbasic) Bite * At Will [/B] Attack: Melee 1 (one creature); +29 vs. AC. Hit: 4d8+9 damage, or 6d8+9 damage if the morkoth is invisible to the target. Special: If the morkoth is invisible to the target, the target does not know that it took damage, or how much, until the start of the target's turn. The target is not bloodied, nor does it fall unconscious, until it realizes that it took the damage. [B](melee) Stunning Bite (poison) * At Will[/B] Requirement: The morkoth must be invisible to the target. Attack: Melee 1 (one creature); +29 vs. AC. Hit: 5d8+9 damage, and the target is stunned (save ends). [B](area) Hypnotic Confusion * Recharge 5 6[/B] Attack: Area burst 2 within 10 (each enemy in burst); +26 vs. Will. Hit: The target is dazed and immobilized (save ends both). Miss: The target is slowed (save ends). [B]MINOR ACTIONS (close) Hypnotic Glare (charm, gaze) * At Will [/B] Attack: Close blast 10 (one creature in blast); +28 vs. Will. Hit: The target takes a standard action of the morkoth's choice as a free action, including using an at will power or charging. [B]TRIGGERED ACTIONS (close) Evil Blood (poison) * Recharges when the morkoth hits with stunning bite while bloodied[/B] Trigger: The morkoth is hit by a melee attack. Attack (Immediate Reaction): Close blast 2 (each creature in blast); +26 vs. Fortitude. Hit: 3d6+14 poison damage, and the target suffers a -2 penalty to attack rolls (save ends). --- Skills Arcana +24, Stealth +21 Str 15 Dex 18 Wis 23 Con 25 Int 25 Cha 31 Alignment chaotic evil Languages Abyssal, Deep Speech, Green Speech [/QUOTE]
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