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Warped Brew 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: abomination-vaults-bestiary (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
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 Wooden Chair (forceful) +7, Damage 1d8+4 bludgeoning
Melee Jaws (agile, unarmed) +9, Damage 1d4+4 piercing
Ranged Pewter Mug +8, range increment 10 feet, Damage 1d4+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 untyped 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 / VERTICALAnvil holds the frontline while the flanker uses climb speed and Leap Attack to reach off-guard positions behind enemy lines.
WeaverLAND / VERTICALWeaver clusters enemies for the flanker's Sneak Attack and creates space for Swarming Stance positioning.
CrasherLAND / VERTICALCrasher delivers heavy damage against targets the flanker has made off-guard, multiplying the encounter's burst potential.

PUNISHES

✖ kiting✖ single-target focus✖ low perception
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 #164: Hands of the Devil.

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