Morlock Cultist
Creature 4 (uncommon) — humanoid, morlock
Pre-Remaster content. May include legacy alignment.
FlankerShadeLANDVERTICALhumanoidmorlock
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; darkvision
Languages aklo, sakvroth
Skills acrobatics +10, athletics +11 (+13 Climbing), crafting +11, occultism +13, stealth +11
Str
+3
Dex
+3
Con
+1
Int
+5
Wis
+3
Cha
+0
Items Club
AC 21
Fort +9
Ref +11
Will +11
+2 status to all saves vs. disease and poison
HP 58
Speed 30 feet, climb 20 feet
Offense
Melee Club +11, Damage 1d6+5 bludgeoning
Melee Jaws (agile, unarmed) +11, Damage 1d4+5 piercing
Ranged Club +13, range increment 10 feet, Damage 1d6+5 bludgeoning
Abilities
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 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.
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.
Occult Innate Spells DC 21, attack +13
2nd Mirror Image, Telekinetic Maneuver
1st Bane, Grim Tendrils, Phantom Pain, Ray of Enfeeblement
Cantrips (2nd) Daze, Ghost Sound, Shield, Telekinetic Projectile
WORKS WELL WITH
AnvilLAND / VERTICALAnvil holds the enemy in melee while the Flanker circles for flanking, enabling Sneak Attack precision damage on off-guard targets.
ShadeLAND / VERTICALShade debuffs enemy defenses and creates concealment, generating off-guard opportunities the Flanker exploits with Sneak Attack.
WeaverLAND / VERTICALWeaver manipulates enemy positioning and impedes movement, delivering off-guard targets into the Flanker's reach for Sneak Attack.
PUNISHES
✖ off-guard positioning
Works well with · Punishes · Pairing advice
Unlock with Tactics
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