Morkoth (4e Creature)
From D&D Wiki
Morkoths are creatures of the deep which resemble something like a squid crossed with a crustacean. Early descriptions actually day they might have once been humanoid. In actuality, they are aberrations, given their monstrous shape and powers of intellect. Their shrewd intelligence meant they could barter with other races, and they often collected items of great value as bargaining chips. They conducted business often with other evil races like the sahuagin, and reveled in betrayal. The only thing they feared other than starvation was supposedly a kraken.
These evil creatures mate every ten years, laying their eggs at the sea floor, and live close to 100 years old. Their intelligence however reaches remarkable heights after just five years of being a hatchling. Save for these mating periods, morkoths are solitary hunters. This has added to their mystique, as few can say for sure what crazy god made this abomination of nature.
The player knows the following information with a successful dungeoneering check.
DC 15: A morkoth has a venomous bite, which it uses on victims after hypnotizing them.
DC 20: They love to trade with other evil traders, often bargaining with treasures accrued in their maze-like homes.
Morkoths are almost always solitary creatures that lurk within their lairs. Save for reproduction, they rarely interact with other creatures. However, they have been known to collaborate with other evil creatures like sahuagin, demanding living sacrifices in exchange for things like their hoard of treasures or their aid in a battle. However, they will not get involved in battles in which victory is uncertain, and they are often subservient to stronger creatures like aboleths and kraken.