Morlock Cultist
Creature 4 (uncommon) — humanoid, morlock
Pre-Remaster content. May include legacy alignment.
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.
Source: abomination-vaults-bestiary (Pre-Remaster)
Perception +11
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
Ref +11
Will +11
HP 58
Speed 30 feet, climb 20 feet
Offense
Melee Club +11, Damage 1d6+5 bludgeoning
Melee Jaws +11, Damage 1d4+5 piercing
Ranged Club +13, Damage 1d6+5 bludgeoning
Abilities
Light Blindness — Light Blindness
+2 Status to All Saves vs. Disease and Poison —
Occult Attack — 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 Off-Guard creatures.
Spells
Mirror Image (rank 2)
Telekinetic Maneuver (rank 2)
Bane (rank 1)
Daze (rank 1)
Ghost Sound (rank 1)
Grim Tendrils (rank 1)
Phantom Pain (rank 1)
Ray of Enfeeblement (rank 1)
Shield (rank 1)
Telekinetic Projectile (rank 1)
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