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Monster

Morkoth

Medium Aberration · Chaotic Evil

Volo's Guide to Monsters Page 177
Armor Class 17
Hit Points 130 (20d8 + 40)
Speed Walk 25 ft., Swim 50 ft.
CR 11
STR 14 +2
DEX 14 +2
CON 14 +2
INT 20 +5
WIS 15 +2
CHA 13 +1

Traits

Amphibious

The morkoth can breathe air and water.

Actions

Multiattack

The morkoth makes three attacks: two with its bite and one with its tentacles or three with its bite.

Bite

Melee Weapon Attack +6 to hit, reach 5 ft., one target. 9 () Slashing damage.

Tentacles

Melee Weapon Attack +6 to hit, reach 15 ft., one target. 15 () Bludgeoning damage, and the target is (escape DC 14) if it is a Large or smaller creature. Until this grapple ends. the target is and takes 15 () Bludgeoning damage at the start of each of the morkoth's 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 by the morkoth for 1 minute. While in this way, the target tries to get as close to the morkoth as possible, using its actions to until it is within 5 feet of the morkoth. A 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.

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.
Confirmation

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