Morkoth (CR 5)

Medium Aberration (Aquatic)
Alignment: Always chaotic evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +13, and Spot +13


AC: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Hit Dice: 7d8+7 (38 hp)
Fort +3, Ref +4, Will +8
Speed: Swim 50 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +4
Attack: Bite +4 melee
Full Attack: Bite +4 melee
Damage: Bite 1d8-1
Special Attacks/Actions: Hypnosis
Abilities: Str 8, Dex 14, Con 13, Int 16, Wis 17, Cha 13
Special Qualities: spell reflection
Feats: Blind-fight; Dodge; Improved Initiative; Skill Focus (Hide)
Skills: Hide +15, Knowledge (arcana) +13, Listen +13, Spellcraft +13, Spot +13, and Swim +7
Advancement: 8-14 HD (Medium-size); 15-21 HD (Large)
Climate/Terrain: Any aquatic
Organization: Solitary
Treasure/Possessions: Standard

Source: Monster Manual II

Hypnosis (Su): Any creature passing within 20 feet of the entrance to a morkoth's lair must make a successful Will saving throw (DC 14) or be hypnotized. A hypnotized creature moves unerringly through the maze at its usual speed. Once in center of the lair, the affected creature floats quietly in a trance, waiting to be devoured at the morkoth's leisure. A hypnotized creature is helpless against the morkoth's attacks but may attempt a new saving throw at the same DC each round that the morkoth attacks it.

A morkoth can hypnotize any number of creatures at one time. When it is outside its lair, this ability has a range of 20 feet. Hypnosis is a mind-affecting compulsion effect.

Spell Reflection (Su): The morkoth has a special type of spell resistance that causes the effect of any spell, spell-like ability, or magic item that it successfully resists (even those that affect areas) to bounce off and reflect back at the caster. If the caster of a spell or the user of a spell-like ability or magic item fails a caster level check (DC 15), he or she becomes either the spell's target or the point of origin for the spell's effect, as appropriate. If the morkoth is the subject of a dispel magic spell that is not reflected, its spell reflection ability is suppressed for 1 round.

A morkoth's bite is its only offensive weapon. Normally it uses its hypnosis ability to lure a passing creature through its maze, then devours its prey alive. The morkoth is a cautious monster, so it chooses its victims carefully. Typically, it tries to lure the last in a group of passing creatures into its tunnel, hoping that the others won't notice that one's absence until it is too late.

The Morkoth first appeared in the Monster Manual (Gary Gygax, 1977).

Aquatic Subtype

Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.