Medium aberration, chaotic evil

Armor Class 15 (natural armor)
Hit Points 112 (15d12 + 30)
Speed 30 ft.

20 12 14 10 12 15

Languages A morphling can speak any language it has heard for at least 10 minutes.
Damage Immunities: varies
Damage Weaknesses: fire
Challege 8 (3,900 XP)

Special Traits

  • Adaptive Biology: A Morphling starts the day with immunity to two of the following damage types. Cold, acid, lightning, thunder, psychic, necrotic, poison, or radiant. When they take damage, they may choose to change one of their two immunities to a different immunity from that list.
  • Very Personlike: A Morphling appears to be an average humanoid. A postman, a ceo, a firefighter, or any other person they have come into contact with. They appear as a perfect copy of them. But something about them is still unsettling. They have disadvantage on (Charisma) Persuasion and Advantage on (Charisma)Intimidation. When using Very Person-Like, they may not attack with their limbs.
  • Multi-Limbed Monstrosity: When a morphling dedicates itself to combat, it abandons it’s Very Personlike ability, and becomes a shifting mass of flesh, chitin, bone, teeth, and muscle. Functionally, it becomes 5 separate limbs sprouting from a core body. Whenever the morphling takes 30 or more damage in a single turn, one of its limbs dies. If all its limbs die, the morphling dies. At the end of its turn, it grows a new limb for each of its limbs that has died since its last turn, unless it has taken fire damage since its last turn. The morphling regains 10 hit points for each head regrown in this way.
  • Slashing Limbs: A morphling may take an additional reaction for each active limb that it has.


  • Multiattack. A morphling may attack with each limb that it has remaining.
  • Punch (only when disguised as a person) Melee Weapon Attack: +8 to hit, reach 5. Hit: 2d6 + 5
  • Limbs
    • Claw Melee Weapon Attack: +8 to hit, reach 10. Hit: 2d6 + 5 damage. The target has disadvantage on their next attack.
    • Stinger Melee Weapon Attack: +8 to hit, reach 10. Hit: d8 + 5 and must make a DC 14 Constitution Save or take 2d6 Poison at the start of each of their turns. They may make this save again at the end of their turn.
    • Bite Melee Weapon Attack: +8 to hit, reach 10. Hit: 3d8 + 5
    • Tail Melee Weapon Attack: +8 to hit, reach 10. Hit: 2d6 + 5 and the target is moved 10 feet in the direction of the Morphlings choice.
    • Tongue Melee Weapon Attack: +8 to hit, reach 10. Hit: 2d6 + 5 and the target is grabbed. They take 2d6 + 5 damage at the start of each of the morphling’s turns as long as they are grabbed.
Section 15: Copyright Notice

Tails of the City © 2020, Silver Games, Llc; Authors: David Silver

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