Morlock (AV)Creature 2
Source Pathfinder #164: Hands of the Devil
Perception +7 (darkvision)
Languages Undercommon
Skills Acrobatics +7, Athletics +8, Crafting +8, Stealth +9
Str +4, Dex +3, Con +1, Int -2, Wis +3, Cha +1
AC 17; Fort +7; Reflex +11; Will +9; +2 status to all saves vs. disease and poison
HP 38
Speed 30 feet (climb 20 feet)
Wooden Chair +7 (+2, -3) to hit (forceful) 1d8+4 Bludgeoning
Jaws +9 (+5, +1) to hit (agile) 1d4+4 Piercing
Pewter Mug +8 (+3, -2) to hit (range increment 10) 1d4+4 Bludgeoning
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Light BlindnessWhen first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.
+2 Status to All Saves vs. Disease and PoisonInstinctual TinkerThe morlock tinkers with an adjacent construct or mechanical hazard. They attempt a crafting check against the construct's or hazard's Fortitude DC. The morlock can't succeed if the target's level is more than double the morlock's.
Critical Success The target gains 4d6 Hit Points and a +1 circumstance bonus to attack rolls for 1 minute.
Success The target gains 2d6 Hit Points.
Critical Failure The morlock injures itself, taking 2d6 damage (typically bludgeoning, piercing, or slashing, but potentially a different type at the GM's discretion).
Effect: Instinctual Tinker (Critical Success)
Leap AttackThe morlock Strides up to twice its Speed, during which it attempts a High Jump or a Long Jump. At any point during its movement, the morlock can make a melee Strike against an enemy in its reach.
The morlock then can't use Leap Attack for 1 round.
Sneak AttackA morlock's Strikes deal an extra 1d6 precision damage to flat-footed creatures.
When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.
Swarming StanceA morlock can share the same space as another morlock, but no more than two morlocks can occupy the same space. When morlocks share the same space, they gain a +1 circumstance bonus to attack rolls.
Originating from humans long lost from the world of light, morlocks are brutal monsters that dwell in the tangled tunnels of the upper reaches of the Darklands. Their wiry frames mask the strength of their limbs and their swift reactions, and their arms are long enough that they can drop into an uncanny, four-limbed shuffle for speed or stealth. They no longer remember the lives their ancestors led on the surface, although many morlocks still dwell in the shattered ruins of their ancient homes. Some morlocks worship the statues of humans from these bygone eras as gods, but others now worship Lamashtu, Rovagug, or other violent deities.
Morlock young are insatiable and clamor for even the slightest morsel of food, even consuming their siblings if no other meal presents itself. Most morlocks encourage the practice to ensure their ancestral group as a whole grows stronger.
A typical morlock stands just over 5 feet tall and weighs roughly 150 pounds.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.