It is time once again time to brave the shores of this dangerous island in search of more monsters either too dangerous and deadly, or too wild and weird, to be included in the 5th Edition D&D Monster Manual. Wait!?! Was that a thump? Oh my, it looks like today we won't even have to make it to shore to meet the monsters. I sincerely hope that you enjoy sharing both the Hippocampus and the Morkoth with your players. Happy Gaming!
Number Appearing: 2-8
HP: 46 (4d10+26)
Bite +6 to hit 7 Dmg (1d4+5)
Alignment: Chaotic Good
Size: L (8' Tall at Shoulder)
Speed: 60 feet (swimming)
Treasured by many as fine marine steeds, hippocampi are strong, swift, and smart. They differ from standard seahorses in their large size, their forelegs, and in their extended lower half, which is like a great fish. The forelegs of the hippocampus end in large fins (much like the tail in the picture above). Their bodies are covered with extrememly fine scales in the fore part that gradually get larger and more noticeable closer to the tail. Hippocampi speak Aquan and can be taught one additional language. They are often found as the mounts for Tritons, but can be encountered in "wild herds" as well.
Number Appearing: 1
HP: 82 (9d8+46)
Bite +7 to hit 11 Dmg (1d10+6) Special Attack: Hypnosis (See Below)
Special Defense: Spell Reflection (See Below)
Alignment: Chaotic Evil
Size: M (6' Tall)
Speed: 40 feet (swimming)
Little is known about the highly reclusive morkoth because it is never seen outside of its lair and few are those who have entered a morkoth lair and come back out again. The creature is described as man-sized with a razor-sharp beak like a squid. Some describe it as humanoid, but other reports say it is definitely a deep sea creature with gills and manta-like wings. Yet other reports refer to this creature as the "wraith of the deep" and say that it has a shadowy form and can disappear at will. Only the bravest, or the most fool-hardy, go searching for a morkoth.
Morkoths make their lairs in coral reefs deep in the ocean, where the light from the surface begins to fade away. They construct a series of six spiralling tunnels through the reef that all lead to a central chamber where the morkoth is waiting. The tunnels are constructed in such a way that large creatures Something in the nature of the construction of these tunnels creates a powerful hypnotic effect. Any creature that enters the passages must make a DC 20 save vs. wisdom or become hypnotized by the morkoth. Hypnotized victims will move closer to the morkoth without realizing it. Any creature within 120 feet of the morkoth must make another DC 20 save vs. wisdom or be completely charmed by the creature. Any creature who is completely charmed cannot resist the morkoth even when attacked and thus can be devoured at the monster's leisure. Any creature that makes the second save who gets within 60 feet of the morkoth will see its true form and no longer be hypnotized.
Spells cast at the morkoth are reflected back at the caster, who takes any damage or effects if he or she does not make the appropriate save, if any. Note that reflected spells may damage those around the caster if the spell had an area effect. One account of fighting a morkoth (DC 25 Arcana to know this) describes killing the creature with magic, but every spell has to hit the creature in the same initiative as a Dispel Magic spell hits it for the magic to be effective. If the PC's can manage this trick, then the morkoth will be unable to reflect spells back. Even then, the creature still gets its standard saving throws to resist the effects.