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Morg

Like most hill giants, Morg is a selfish brute. However, unlike most hill giants, Morg is far from dim-witted. Morg was turned into a vampire by a ceremony he carried out in his worship of Myrkul. In the service of Myrkul, Morg attacked the Southkrypt dwarven fortress and mine. He descended the levels of the mine and engaged in a mighty battle with the champions of the mine. Although he won this battle, he found that the dwarves had created a barrier that trapped him in the lowest level of the mine.   Using his shaman abilities, Morg influenced creatures near the dwarven settlement. However, during the Time of Troubles he lost his connection with Myrkul. The Spellplague followed soon afterwards, forcing Morg into a hibernation-like state.    

Morg CR: 15 (13,000 XP)

Huge giant, lawful evil
Armor Class: 16
Hit Points: 225 (18d12 + 108)
Speed: 40 ft

STR

24 +7

DEX

16 +3

CON

22 +6

INT

12 +1

WIS

18 +4

CHA

15 +2

Skills: Perception +5
Damage Resistances: Necrotic, as well as Bludgeoning, Piercing, and Slashing from nonmagical attacks
Senses: Darkvision 120 feet, Passive Perception 16
Languages: Common, Dwarvish, Giant, Goblin
Challenge Rating: 15 (13,000 XP)

Legendary Resistance (3/Day). If Morg fails a saving throw, he can choose to succeed instead.   Misty Escape. When he drops to 0 hit points outside its resting place, Morg transforms into a cloud of mist instead of falling unconscious, provided that he isn't in sunlight or running water. If he can't transform, he is destroyed. While he has 0 hit points in mist form, Morg can't revert to his vampire form, and he must reach his resting place within 2 hours or be destroyed. Once in his resting place, he reverts to its vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his resting place with 0 hit points, Morg regains 1 hit point.   Regeneration. Morg regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight or running water. If Morg takes radiant damage or damage from holy water, this trait doesn't function at the start of his next turn.   Spellcasting. Morg is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). He has the following druid spells prepared:

  Vampire Weaknesses. Morg has the following flaws:
  • Harmed by Running Water. Morg takes 20 acid damage if he ends his turn in running water.
  • Stake to the Heart. If a piercing weapon made of wood is driven into Morg's heart while he is incapacitated in his resting place, Morg is paralyzed until the stake is removed.
  • Sunlight Hypersensitivity. Morg takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.

Actions

Multiattack. Morg makes two attacks, only one of which can be a bite attack.   Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 feet, one target. Hit: 1d12 + 7 slashing damage plus 4d6 necrotic damage. If the target is a creature, Morg can grapple it (escape DC 20) instead of dealing the slashing damage.   Bite. Melee Weapon Attack: +12 to hit, reach 5 feet, one willing target, or a target that is grappled by Morg, incapacitated, or restrained. Hit: 1d10 + 7 piercing damage plus 3d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Morg regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Morg's control.   Charm. Morg targets one humanoid he can see within 30 feet of him. If the target can see Morg, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Morg. The charmed target regards Morg as a trusted friend to be heeded and protected. Although the target isn't under Morg's control, it takes his requests or actions in the most favorable way it can, and it is a willing target for Morg's bite attack. Each time Morg or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Morg is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Legendary Actions

Morg can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Morg regains spent legendary actions at the start of his turn.   Move. Morg moves up to its speed without provoking opportunity attacks.   Unarmed Strike. Morg makes one Unarmed Strike.   Bite (Costs 2 Actions). Morg makes one Bite attack.

Alignment
Lawful Evil
Current Location
Species
Children
Gender
Male

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