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Morlock EngineerCreature 3

Source Pathfinder #163: Ruins of Gauntlight
Perception +8 (darkvision)
Languages Undercommon
Skills Acrobatics +8, Athletics +9, Crafting +10, Stealth +10
Str +4, Dex +3, Con +2, Int +1, Wis +3, Cha +0

AC 18; Fort +7; Reflex +12; Will +10; +2 status to all saves vs. disease and poison
HP 46
Speed 30 feet (climb 20 feet)

Warhammer One Action +11 (+6, +1) to hit (shove) 1d8+6 Bludgeoning
Jaws One Action +11 (+7, +3) to hit (agile) 1d4+6 Piercing
Projectile Launcher One Action +10 (+5, +0) to hit (deadly d8, range, range increment 50, versatile p) 1d6+6 Bludgeoning


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 PoisonImprovised Projectile One Action

The morlock engineer quickly crafts an improvised projectile from objects it carries or that are readily accessible in adjacent squares. Where unusual materials are available, an improvised projectile might deal damage other than bludgeoning or piercing—for example, a morlock engineer by a campfire could build a projectile that deals fire damage.

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.

Swarming Stance

A 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.

Uncanny Tinker Two Actions

The morlock engineer 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 get an outcome better than failure if the target's level is more than double the morlock's.

This ability reflects hasty battlefield repairs; once a construct or hazard regains Hit Points from this ability, it can't do so again until it's been Repaired.

Critical Success The target regains 8d6 Hit Points and a +1 circumstance bonus to attack rolls for 1 minute. Alternately, the morlock can deal 8d6 damage (bludgeoning, piercing, or slashing, as chosen by the morlock engineer) to the construct or hazard.

Success As critical success, but the target regains 4d6 Hit Points or the morlock deals 4d6 damage.

Critical Failure The morlock injures themself, taking 3d6 damage (typically bludgeoning, piercing, or slashing, but potentially a different type at the GM's discretion).

Effect: Uncanny Tinker

Most morlocks have little talent for crafting, but a rare few have an uncanny knack for tinkering.

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



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