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Let’s Read Mordenkainen Presents: Monsters of the Multiverse.
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<blockquote data-quote="Leatherhead" data-source="post: 8661280" data-attributes="member: 53176"><p><h3>Morkoth (VGtM)</h3><p></p><p>Morkoths are squid-like creatures with a level of greed that would put Scrooge McDuck to shame. Born from the flesh of a dead god, each Morthoth has their own personal island that drifts about the multiverse, from which they collect everything they can get their tentacles on. Treasure from bygone civilizations, knowledge, even people (who may be stuck living on the island for generations). </p><p></p><p>This provides nearly limitless opportunities to use one in your game. Does your Party need something? Or someone? A relatively safe way to travel between planes or into inhospitable environments? The Morkoth has those, and might be willing to bargain for them, if the price is right. Alternatively, the PCs could be trapped on such an island, looking for a way off. You could even start a campaign on the island, slowly building up the Morkoth as a sort of local deity.</p><p></p><p>The Morkoth have quite a degree of control over their island. They can change all the water as they see fit. Know whenever someone or something comes to the island, even pick your pocket from anywhere on the island. In the heart of the island, submerged underwater, is the Mortoth’s lair. Inside they can cast a decent selection of spells (including dispel magic), or even hypnotize as a lair action. Given the rules for drowning in 5e, the Morkoth might be one of the few monsters where that is a distinct possibility during a fight, so try to play up that angle. Changing the water opaque, then using their blindsight to fight is also a great tactic.</p><p></p><p>Do keep in mind, a Morkoth is not a legendary creature, so that’s about as tough as it will get. For the rest of its combat prowess, it has a multiattack that features multiple bites, but only one grappling tentacles attack (that seems backwards for sure). The aforementioned hypnosis ability, that charms targets and makes them come close to the Morkoth. And the ability to cast spells as an action, but not part of their multiattack (Fortunately, the lair actions pick up that slack a bit), notably they have Lighting Bolt as a ranged coverage spell. They also have an interesting reaction, where they can redirect a spell that targets them to anyone else they want, if the Morkoth saves VS the spell, or the spell attack misses. The ability is quite handy, as it can also be used to get around “Save for Half Damage” type effects that would have otherwise compromised the Morkoth.</p><p></p><p>In the Changeover, the Morkoth was changed from medium sized to large sized, gaining quite a bit of HP in the process. Like most spellcasters in this book, they lost a slew of spells, including powerhouses of Shield and Evard’s Black Tentacles.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8661280, member: 53176"] [HEADING=2]Morkoth (VGtM)[/HEADING] Morkoths are squid-like creatures with a level of greed that would put Scrooge McDuck to shame. Born from the flesh of a dead god, each Morthoth has their own personal island that drifts about the multiverse, from which they collect everything they can get their tentacles on. Treasure from bygone civilizations, knowledge, even people (who may be stuck living on the island for generations). This provides nearly limitless opportunities to use one in your game. Does your Party need something? Or someone? A relatively safe way to travel between planes or into inhospitable environments? The Morkoth has those, and might be willing to bargain for them, if the price is right. Alternatively, the PCs could be trapped on such an island, looking for a way off. You could even start a campaign on the island, slowly building up the Morkoth as a sort of local deity. The Morkoth have quite a degree of control over their island. They can change all the water as they see fit. Know whenever someone or something comes to the island, even pick your pocket from anywhere on the island. In the heart of the island, submerged underwater, is the Mortoth’s lair. Inside they can cast a decent selection of spells (including dispel magic), or even hypnotize as a lair action. Given the rules for drowning in 5e, the Morkoth might be one of the few monsters where that is a distinct possibility during a fight, so try to play up that angle. Changing the water opaque, then using their blindsight to fight is also a great tactic. Do keep in mind, a Morkoth is not a legendary creature, so that’s about as tough as it will get. For the rest of its combat prowess, it has a multiattack that features multiple bites, but only one grappling tentacles attack (that seems backwards for sure). The aforementioned hypnosis ability, that charms targets and makes them come close to the Morkoth. And the ability to cast spells as an action, but not part of their multiattack (Fortunately, the lair actions pick up that slack a bit), notably they have Lighting Bolt as a ranged coverage spell. They also have an interesting reaction, where they can redirect a spell that targets them to anyone else they want, if the Morkoth saves VS the spell, or the spell attack misses. The ability is quite handy, as it can also be used to get around “Save for Half Damage” type effects that would have otherwise compromised the Morkoth. In the Changeover, the Morkoth was changed from medium sized to large sized, gaining quite a bit of HP in the process. Like most spellcasters in this book, they lost a slew of spells, including powerhouses of Shield and Evard’s Black Tentacles. [/QUOTE]
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