A sluggish, spiteful reef ambusher whose locking jaws stay clamped even after death, and whose filthy bite rots away whatever limb it seizes.
Giant morays have thick, leathery brown hides mottled with paler brown or yellowish spots along the back, prominent front teeth, and fixed, unblinking eyes that seem to radiate malice. Freshwater and saltwater morays are identical apart from habitat. They live for centuries and keep growing: length is 6+1d6+1d8 feet, and each foot beyond 8 adds a hit point (a 20-foot moray has 5+12 HD).
A moray hides in reef cracks, under rocks, in seabed sand or among weeds and kelp, then lunges at anything that passes, whatever its size. An attack roll that beats the number needed by 4 or more, or a natural 20, means its jaws lock into the wound and deal 1d4+2 automatically each round thereafter. Normally steady (morale 12), a locked-on moray becomes utterly fearless (morale 20). Killing it does not loosen the grip; the victim keeps bleeding for 1d2 per round until the head is cut free, which takes one round of work with a knife or dagger and a Dexterity check. A failed check means the blade slips and gashes the victim for 1d4 more.
A locked bite always transmits a rotting disease, with no save. After 12+1d12 hours the bitten part swells painfully (-2 Dexterity), and within 1d4+4 days it rots away entirely. Cure disease or heal halts the rot and restores the lost Dexterity.
Underwater, a moray lashes its tail only once its jaws are locked, striking at other foes beside it. Out of water it can use bite and tail together, though never on the same target, and it survives 10+1d10 rounds before suffocating. It is immune to fear and disease and gains +4 to save against magic whose main purpose is to sap strength, such as ray of enfeeblement or weakness.
Morays are loners. A few may share a reef or rocky outcrop, each knowing its own boundaries and respecting its neighbors', but they never cooperate, in battle or otherwise. Even mating is risky, as either partner may end up eating the other. Young are born 3 1/2 feet long with 2 HD, adding 1 1/2 feet and 1 HD per month until they reach 5 HD; after that they gain just a foot and a hit point each decade. Most young die, since everything, adult morays included, eats them, but adults have few predators and populations stay stable.
Nearly every intelligent sea creature fears and loathes giant morays for their ferocity and indifference to odds; one will bite a kraken if it swims close enough. Fortunately they seldom leave their small patch, preferring to let prey come to them. They also gulp down carrion and garbage however rotten or diseased, which explains their infectious bite and makes them useful scavengers. Only creatures of the strength of sharks and krakens hunt them. Any treasure in a moray's lair is whatever its victims happened to drop.
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Related: Eel
| Climate/Terrain | Aquatic |
|---|---|
| Frequency | Rare |
| Organization | Solitary |
| Activity Cycle | Any |
| Diet | Carnivore/scavenger |
| Intelligence | Animal (1) |
| Treasure | Incidental |
| Alignment | Neutral evil |
| No. Appearing | 1 (7-12 in lair) |
| Armor Class | 4 |
| Movement | Sw 6 |
| Hit Dice | 5+ |
| THAC0 | 15 |
| No. of Attacks | 1 (2) |
| Damage/Attack | 2d4 or 1d4+2/1d4 |
| Special Attacks | Jaw lock, disease, tail lash |
| Special Defenses | Immune to fear and disease, +4 saving throw bonus vs. enfeeblement effects |
| Magic Resistance | Nil |
| Size | L to H (8-20' long) |
| Morale | Steady (12) or Fearless (20) |
| XP Value | HD 5 to 5+3: 420 HD 5+4 to 5+12: 650 |