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Vool

Vool spent days hiding in the twisting tunnels between area C14 and Underheaven before hunkering down in this cavern. He's been living on shellfish and seaweed from area C10 and slurping what water he can from the walls for over a week now, but ironically, it's his knowledge of the nature of undeath that keeps him trapped here. Once an avid collector of Azlanti and other ancient texts, Vool was educated enough to have recognized the vampires for what they were. He now fears that all other creatures in the prison are vampires, or at best their dominated thralls.

Recall Knowledge - Humanoid (Society): DC 29
Unspecific Lore: DC 27
Specific Lore: DC 24

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak VoolCreature 3

Unique Medium Humanoid 
Source Pathfinder #214: The Broken Palace pg. 30
Perception +6; darkvision
Languages Azlanti, Sakvroth
Skills Acrobatics +10, Athletics +7 (+9 Climbing), Crafting +9 (Repair only), Religion +6, Stealth +10, Thievery +10
Str +3, Dex +4, Con +2, Int +3, Wis +0, Cha +1
Items +1 wooden stake pick
AC 18; Fort +8, Ref +10, Will +6; +2 status to all saves vs. disease and poison
HP 43
Mobility When Vool Strides or Climbs and moves half his speed or less, he doesn't trigger reactions.Vampires are Everywhere! Vool is convinced there are vampires everywhere and is constantly frightened 1. His frightened condition can be removed via magic like clear mind, if someone eases his fears by Lying to him with a successful DC 16 Deception check, or by giving him something else to fear by Coercing him with a DC 16 Intimidation check. Once his frightened condition is removed, Vool becomes particularly brave for 10 minutes and gains a +2 status bonus on saving throws against fear effects. After this time (or earlier, if he sees a vampire), he becomes frightened 1 again. Vool loses this trait while in full sunlight, as that triggers his Light Blindness. (It's tough being a morlock in a vampire's world!)
Speed 30 feet, climb 20 feet
Melee [one-action] wooden stake pick +10 [+6/+2] (agile, fatal d8, magical, versatile B), Damage 1d6-2+5 piercingInstinctual Tinker [two-actions] As morlock, but Vool can also use this to repair a broken wooden stake pick with a DC 18 Crafting check.Leap Attack [two-actions] As morlock.Sneak Attack Vool deals 1d6 extra precision damage to off-guard creatures.Swarming Stance As morlock, but Vool can't use this ability if he's frightened (because the other morlock he could share a space with might be a vampire).Wooden Stake Pick Vool's “pick” consists of a femur with a wooden stake lashed to one end. This weapon functions as a light pick that also has the versatile bludgeoning trait. If Vool critically fails a Strike with the janky weapon, it breaks and becomes useless until he repairs it. If he critically hits a vampire with the weapon, the vampire must succeed at a DC 19 Fortitude save or the stake is driven into its heart, reducing the vampire to 0 Hit Points. Despite his best efforts, Vool can't teach anyone to use the otherwise awkward weapon, although anyone can wield it as a normal +1 light pick with a head made of wood.