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Morlock CultistCreature 4


UncommonCEMediumHumanoidMorlock
Source Pathfinder #163: Ruins of Gauntlight
Perception +11 (darkvision)
Languages Aklo, Undercommon
Skills Acrobatics +10, Athletics +11, Crafting +11, Occultism +13, Stealth +11
Str +3, Dex +3, Con +1, Int +5, Wis +3, Cha +0

AC 21; Fort +9; Reflex +11; Will +11; +2 status to all saves vs. disease and poison
HP 58
Speed 30 feet (climb 20 feet)

Club One Action +11 (+6, +1) to hit 1d6+5 Bludgeoning
Jaws One Action +11 (+7, +3) to hit (agile) 1d4+5 Piercing
Club One Action +13 (+8, +3) to hit (range, range increment 10) 1d6+5 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 Blindness

When 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 PoisonOccult Attack Two Actions

The morlock cultist Strides up to half its speed, ignoring difficult terrain caused by natural cavern features like rubble or stalagmites.

At any point during its movement, the morlock cultist can Cast a Spell that normally takes two actions or fewer to cast.

Sneak Attack

The morlock deals 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.


Occult Innate Spells (DC 21, +13 to hit)

Cantrips (2nd Level): Daze, Ghost Sound, Shield, Telekinetic Projectile
1st Level: Bane, Grim Tendrils, Phantom Pain, Ray of Enfeeblement
2nd Level: Mirror Image, Telekinetic Maneuver


Morlocks who serve as priests in their conclaves usually dabble in eerie occult magic.


Morlocks originate from humans long lost to the surface world. They have an affinity for machinery, scavenging, and strange occult behaviors.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.