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Morhg King

Gargantuan undead, lawful evil

Armor Class 21 (natural armor)
Hit Points 189 (14d20+42)
Speed 30 ft., burrow 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
28 (+9) 17 (+3) 17 (+3) 17 (+3) 18 (+4) 20 (+5)

Saving Throws Con +8, Wis +9
Skills Perception +14, Religion +8, Stealth +8
Damage Immunities poison
Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks; cold, fire, lightning
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., tremorsense 60 ft.; passive Perception 24
Languages Common, Deep Speech, Infernal; telepathy 100 ft.

Challenge 14 (11,500 XP)

SPECIAL TRAITS

  • Alien Vestment. A chyzaedu wears a sheet of undulating metallic material blessed by its inscrutable gods. This garment causes a critical hit to be treated as a normal hit (like adamantine armor), and makes the chyzaedu immune to be being charmed or frightened, having its throughts read, or having its alignment determined. The vestment also serves as a divine focus for any spell the chyzaedu casts. This vestment doesn’t function for any creature other than the chyzaedu for which it was originally crafted. If a chyzaedu’s vestment is stolen or destroyed, the chyzaedu can create a replacement with a month of work.
  • Dread Mohrg. Normal mohrgs and zombies never attack The morhg king unless compelled.
  • Legendary Resistance (3/Day). If The morhg king fails a saving throw, he can choose to succeed instead.
  • Spellcasting. Talethqueh-Gun’ta is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 17). The morhg king has the following cleric spells prepared:
  • Water Vulnerability. Water acts as an extremely strong acid to a chyzaedu. A splash of water deals 1d6 acid damage to the morhg king, exposure to a full gallon deals 2d6, and full immersion in water deals 10d6 points of damage at the beginning of each of his turns.

ACTIONS

  • Multiattack. The morhg king uses Ecstatic Hunger. Then he attacks three times, once with his bite, once with his claw, and once with his tongue.
  • Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (2d8+9) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 22 Dexterity saving throw or be swallowed by the chyzaedu. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the chyzaedu, and it takes 21 (6d6) acid damage at the start of each of the worm’s turns. If the chyzaedu takes 30 damage or more on a single turn from a creature inside it, the chyzaedu must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the chyzaedu dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
  • Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) slashing damage.
  • Tongue. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 27 (4d8+9) piercing damage, and the target must make a DC 18 Constitution saving throw. On a failed save, the target is paralyzed for 1 minute. At the end of each of its turns, the target can make a new saving throw. On a success, the target is no longer paralyzed. Command Mohrgs and Zombies. All zombies and mohrgs of any sort within 30 feet must make a DC 18 Charisma saving throw. On a failed save, the undead falls under the morhg king’s sway and obeys him for 24 hours, as the spell create undead. Creatures with a CR of 8 or higher are immune.
  • Create Spawn. The morhg king targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s body rises as a fast zombie in the space of its corpse or in the nearest unoccupied space. The fast zombie is under the chyzaedu’s control.
  • Ecstatic Hunger. The morhg king’s undying drive to consume infects the minds of those around it. Any living creature within 30 feet of a chyzaedu must succeed at a DC 18 Wisdom save or immediately consume any food and beverages (including potions and the like) on its person or within its reach. This effect continues for as long as it takes the creature to consume all the food and beverages within its reach. The creature defends itself normally but takes no other actions while eating and drinking. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the chydaedu’s Ecstatic Hunger for the next 24 hours.If the creature succeeds at the saving throw, it cannot be affected again by the aura for another 24 hours.

LEGENDARY ACTIONS

The morhg king 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. The morhg king regains spent legendary actions at the start of his turn.

  • Move. The morhg king moves up to his speed without provoking opportunity attacks.
  • Create Spawn. The morhg king uses Create Spawn. When he creates an undead in this manner, he regains 28 (8d6) hit points.
  • Tongue (Costs 2 Actions). The morhg king makes one tongue attack.
Section 15: Copyright Notice
Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham