Xiuli Cachu
Creature 13 (unique) — humanoid
Pre-Remaster content. May include legacy alignment.
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: stolen-fate-bestiary (Pre-Remaster)
Perception +25
Skills acrobatics +24, athletics +23, religion +27, stealth +24, survival +25
Str
+4
Dex
+5
Con
+5
Int
+2
Wis
+6
Cha
+5
AC 34
Fort +24
Ref +22
Will +25
HP 235
Resistances mental 13
Speed 30 feet, climb 20 feet
Offense
Melee Falchion +24, Damage 2d10+10 slashing
Melee Jaws +25, Damage 3d4+10 piercing
Abilities
Light Blindness — Light Blindness
+2 Status to All Saves vs. Disease and Poison —
Frenetic Casting — Xiuli Strides up to her speed. At any point during her movement, Xiuli can Cast a Spell that normally takes two actions or fewer to cast.
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).
Sneak Attack — Xiuli deals an additional 3d6 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.
Spells
Divine Vessel (rank 7)
Regenerate (rank 7)
Repulsion (rank 6)
Drop Dead (rank 5)
Shadow Blast (rank 5)
Air Walk (rank 4)
Confusion (rank 4)
Divine Wrath (rank 4)
Outcast's Curse (rank 4)
Shared Nightmare (rank 4)
Blindness (rank 3)
Vampiric Touch (rank 3)
Darkness (rank 2)
Death Knell (rank 2)
Dispel Magic (rank 2)
See Invisibility (rank 2)
Bane (rank 1)
Bullhorn (rank 1)
Chill Touch (rank 1)
Detect Magic (rank 1)
Harm (rank 1)
Heal (rank 1)
Protection (rank 1)
Read Aura (rank 1)
Sanctuary (rank 1)
Shield (rank 1)
Waking Nightmare (rank 1)
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