Morkoth

Morkoths are a species with fish and squid influences.

 

Species Name: Morkoth, Octo men

Type: Octopus

Physical Traits: A Morkoth's is fish-like and its mouth resembles an octopus’ beak. Four long insect-like arms extend from its upper torso. It has a finned back that runs the length of its upper body. The Morkoth’s scaly skin is inky black in colour, mottled with silver. Its fish-like eyes are green. A Morkoth attacks by snapping with its teeth, which inflicts D10 +10 points of damage.

Height: 5-6 feet

Weight: 50-100lbs

Abilities: Morkoths are able to dive down to a maximum depth of 20 metres per CON and can see in low light with absolute clarity at a distance of 60 feet. A Morkoth is highly resistant to magic. It reflects any spell that is cast at it back to the caster.

Mobility: Tentacles

Sensory Organs: Visual

Communication: Visual

Reproduction: Once every ten years, a Morkoth leaves its tunnels and wanders the seas searching for a mate, leaving a distinctive odour trail that is easy for Morkoths to identify and follow. After mating, the male Morkoth returns to its tunnels and the female lays a clutch of about 25 eggs, which she buries in the ocean floor. She then dies. The eggs hatch in two months, and the immature Morkoths struggle to survive, instinctively searching for vacant tunnels. Most hatchlings die on this journey. After six months, a young Morkoth is mature enough to survive (it now has 2 hit points). It grows into a full-sized, exceptionally intelligent Morkoth adult by its fifth year.

INT: 3D6, WIS: 3D6, STR: 4D6, DEX: 3D6, CON: 3D6, CHA: 2D6, MR: 4D6 swim, HPs: CON +D6

Orbit/Climate: See Earth

Feeding Habits: Morkoths are carnivorous and will eat nearly any sea creature. Their usual diet is deep-water creatures such as sharks, octopi, Kuo-Toas, and Sahuagin.

Lifespan: 80 years

Technology: 2

Culture: Malevolent, truly malicious race with little or no redeeming qualities at all. Of all the creatures that inhabit the deep, only the kraken exceeds the Morkoth in malice and cruelty. Also known as the “wraith of the deep”, the Morkoth lurks in tunnels hoping to lure its victims into a trap from which they cannot escape.  A Morkoth lives at the centre of six spiralling tunnels, each of which leads to a central chamber. As a victim passes over a tunnel, he is drawn in by a hypnotic pattern, which leads him toward the central chamber. As the victim is drawn into the central chamber, he approaches the Morkoth without realizing it and is attacked.

Morkoths are normally solitary creatures. If approached by evil sea humanoids for assistance, Morkoths may strike a bargain but often betray their “allies” at the most opportune moment. Morkoths rarely leave their tunnels. The tunnels are originally natural, but are slowly carved over the course of centuries by the Morkoths so that the central chamber grows larger. Morkoths sometimes build their tunnels near hot air vents, so the water in Morkoth lairs may be warmer than normal. Morkoths realize that other intelligent creatures like treasure, so they collect belongings from the creatures they kill to use in bargaining with other creatures. They place no value on gold or gems or even magical items. Morkoths enjoy deception above all else. They do not enslave their victims, if only because their appetites are so fierce that slaves would not survive long.

Government: None

Population: 6,646,130


 

Creating a Morkoth character

Step 1: Attributes
Roll attributes as normal but STR is 4D6 and CHA 2D6, swim MR is 4D6. It has no mana. Hit points = CON +6, +6 per level.
Step 2: Skills

Choose skills in the normal manner according to the character's class, however some may not be available due a lack of fingers.

Step 3: Abilities

All Morkoth gain all the following free;

Immunity - Morkoths are immune to all magical spells to the point where it will be reflected back on the caster.

Night Vision - The character can see in low light with absolute clarity at a distance of 60 feet.

Additionally Morkoths start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Agile 5 +1 AC.
Mesmerise 5 Morkoths can via eye contact implant an idea into a victim’s head (eg, I’m your friend, you’re sleepy, etc) but only outside of combat. If the command is something abhorrent to victim then gain +2 to save.
MR Bonus 10 +1 MR per 2 CON
Natural Chameleon 5

Using this ability the Morkoth can blend into and render himself nearly invisible so long as he remains still. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 

Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Nature Heal 5

Only ocean terrain maybe selected for healing at phenomenal rates. He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.

Nature Survival 5 Due to a Morkoth's extensive experience and training in the ocean they gain +1 to any physical, combat and survival rolls made while within that environment. Each time this ability is rebought he may take an additional +1.
SAN Bonus 10 +1 Sanity save at levels 2, 5, 9, 11, 13 and 17.
Willpower Bonus 10 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 5 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 4: Classes

Any.

 

 

Races