Leatherhead
Possibly a Idiot.
The Picture of a Morkoth reminds me of the hat of undeniable wealth and respect. Though I am almost certain it's meant to be more like a squid flavored Junk Lady, or perhaps Larfleeze.
As for it's combat options, the Hypnosis ability inflicts the Charmed Status, which is handy because Charmed targets don't get to attack you. Also, I have figured out the main reason why the Morkoth wants to use it's hypnotize ability: It's an amphibian, and most of it's island is underwater including the area it's likely to be in. So yes, it's even stealing tactics, this one from sirens.
Another thing that Charles tends to skip are the Regional effects, and the Morkoth has some very fun ones to mess around with:
The Morkoth to make it's water island exactly as breathable and murky as it desires, which is going to be on the low end of the scale for both when it's being attacked.
The Morkoth can steal an item from any creature that rests anywhere on the island, something that is going to goad most adventuring parties into action.
And the Morkoth can use a less potent form of it's Hypnosis ability at any entrance to it's lair, luring people to their watery demise from all the way on the other side of the island.
Not listed in any of the traditional areas, a Morkoth knows every object that belongs in it's collection, and can track them down with ease with it's magical prowess, which will lead to any potential looters having a very hard time.
We should take a moment to talk about what other kinds of creatures can be found on this island "paradise" of theirs. I imagine the Morkoth finding golems and constructs to be highly desirable, considering they are both objects and loyal muscle. But given the islands ability to drift through planes, all kinds of inhabitants end up on it's shores, including a few who have been displaced from time due to their natural homelands ceasing to exist. Some of them even treating the Morkoth as a master or a god. A particularly desperate band of adventurers could book passage on such an island, hoping to escape whatever dire place they are currently trapped in. Or perhaps the island could serve as a starting area for the PC's to gather from, more interesting than the traditional tavern at any rate.
As for it's combat options, the Hypnosis ability inflicts the Charmed Status, which is handy because Charmed targets don't get to attack you. Also, I have figured out the main reason why the Morkoth wants to use it's hypnotize ability: It's an amphibian, and most of it's island is underwater including the area it's likely to be in. So yes, it's even stealing tactics, this one from sirens.
Another thing that Charles tends to skip are the Regional effects, and the Morkoth has some very fun ones to mess around with:
The Morkoth to make it's water island exactly as breathable and murky as it desires, which is going to be on the low end of the scale for both when it's being attacked.
The Morkoth can steal an item from any creature that rests anywhere on the island, something that is going to goad most adventuring parties into action.
And the Morkoth can use a less potent form of it's Hypnosis ability at any entrance to it's lair, luring people to their watery demise from all the way on the other side of the island.
Not listed in any of the traditional areas, a Morkoth knows every object that belongs in it's collection, and can track them down with ease with it's magical prowess, which will lead to any potential looters having a very hard time.
We should take a moment to talk about what other kinds of creatures can be found on this island "paradise" of theirs. I imagine the Morkoth finding golems and constructs to be highly desirable, considering they are both objects and loyal muscle. But given the islands ability to drift through planes, all kinds of inhabitants end up on it's shores, including a few who have been displaced from time due to their natural homelands ceasing to exist. Some of them even treating the Morkoth as a master or a god. A particularly desperate band of adventurers could book passage on such an island, hoping to escape whatever dire place they are currently trapped in. Or perhaps the island could serve as a starting area for the PC's to gather from, more interesting than the traditional tavern at any rate.