Morlock
Creature 2 — humanoid
Pre-Remaster content. May include legacy alignment.
FlankerShadeLANDVERTICALhumanoid
Originating from humans long lost from the world of light, morlocks are brutal monsters that dwell in the tangled tunnels of the upper reaches of the Darklands. Their wiry frames mask the strength of their limbs and their swift reactions, and their arms are long enough that they can drop into an uncanny, four-limbed shuffle for speed or stealth. They no longer remember the lives their ancestors led on the surface, although many morlocks still dwell in the shattered ruins of their ancient homes.
Source: pathfinder-bestiary-2 (Pre-Remaster)
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 38
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 +8, range increment 10 feet, 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).
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.
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 / VERTICALAn Anvil pins enemies in place, guaranteeing the Flanker can circle for positioning and activate its precision damage from Sneak Attack.
WeaverLAND / VERTICALForced movement from the Weaver creates off-guard opportunities the Flanker exploits with Sneak Attack and Leap Attack.
PUNISHES
✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Morlock in the encounter builder — free, no install.
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