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Morlock Tinkerer

Creature 2 — humanoid

FlankerLANDVERTICALhumanoidsubterranean-dweller

Most morlocks have little talent for crafting, but many have an uncanny knack for tinkering. The sounds of machinery and moving parts tend to attract them. These morlocks particularly enjoy the ticking sounds of clockworks. Many tales from Darklands travelers describe morlocks who are able to take used or disabled mechanical traps and restore them, seemingly for the morlock's own satisfaction more than any desire to use the device. Morlocks descended from humans who were lost among the dark, tan

Source: pathfinder-monster-core-2

Perception +7; darkvision
Languages sakvroth
Skills acrobatics +7, athletics +8 (+11 Climbing), crafting +8, stealth +9
Str
+4
Dex
+3
Con
+1
Int
-2
Wis
+3
Cha
+1
Items Club
AC 17 Fort +7 Ref +11 Will +9 +2 status to all saves vs. disease and poison
HP 40
Speed 30 feet, climb 20 feet

Offense

Melee Club +9, Damage 1d6+4 bludgeoning
Melee Jaws (agile, unarmed) +9, Damage 1d4+4 piercing
Ranged Club (thrown-10) +8, Damage 1d6+4 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
Instinctual Tinker — The 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 healing Hit Points and a +1 circumstance bonus to attack rolls for 1 minute.

Success The target gains 2d6 healing 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).
Leap Attack — The 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 Attack — A morlock's Strikes deal an extra 1d6 precision damage to Off-Guard creatures.
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.

WORKS WELL WITH

AnvilLAND / VERTICALA frontline tank holds the party's attention so the mobile skirmisher can close in via jump or climb.
SnareLANDA controller creates openings that the skirmisher's Leap Attack can exploit for a clean Off-Guard hit.
SniperLAND / VERTICALRanged pressure keeps the party pinned while the skirmisher closes distance to strike.

PUNISHES

✖ isolated backline✖ low AC✖ ranged reliance
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core 2.

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