Morkoth
Mordenkainen Presents: Monsters of the Multiverse p. 186,
- Size
- Large
- Type
- aberration
- Alignment
- typically chaotic evil
- AC
- 17 (natural armor)
- Hit Points
- 165 (22d10+44)
- Speed
- walk 25 ft., swim 50 ft.
- Saving Throws
- Dex +6, Int +9, Wis +6
- Skills
- Arcana +9, History +9, Perception +10, Stealth +6
- Senses
- blindsight 30 ft., darkvision 120 ft.
- Passive Perception
- 20
- Languages
- telepathy 120 ft.
- Challenge
- 11
Traits
Proficiency Bonus
+4
Amphibious
The morkoth can breathe air and water.
Actions
Multiattack
The morkoth makes either two Bite attacks and one Tentacles attack or three Bite attacks.
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 10 (3d6) psychic damage.
Tentacles
Melee Weapon Attack: +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.
Hypnosis
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.
Spellcasting
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/day each: darkness, dimension door, dispel magic, lightning bolt, sending
Lair Actions
On initiative count 20 (losing initiative ties), the morkoth can take one of the following lair actions:
Cast a Spell: The morkoth casts darkness, dispel magic, or misty step, using Intelligence as its spellcasting ability and without expending a spell slot.
Hypnotize: The morkoth uses its Hypnosis action, originating at a point within 120 feet of itself. It doesn't need to see the effect's point of origin.
Reactions
Spell Reflection
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.
Spells
detect magic, mage hand, darkness, dimension door, dispel magic, lightning bolt, sending