Morg
Morg CR: 15 (13,000 XP)
STR
24 +7
DEX
16 +3
CON
22 +6
INT
12 +1
WIS
18 +4
CHA
15 +2
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:
- Cantrips (at will): control flames, infestation, thorn whip
- 1st level (4 slots): earth tremor, entangle, ice knife, thunderwave
- 2nd level (3 slots): heat metal, hold person, spike growth
- 3rd level (3 slots): meld into stone, sleet storm, wind wall
- 4th level (1 slot): ice storm
- 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.
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