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Morlock
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. Some morlocks worship the statues of humans from these bygone eras as gods, but others now worship
Lamashtu
,
Rovagug
, or other violent deities.
Morlock young are insatiable and clamor for even the slightest morsel of food, even consuming their siblings if no other meal presents itself. Most morlocks encourage the practice to ensure their ancestral group as a whole grows stronger.
A typical morlock stands just over 5 feet tall and weighs roughly 150 pounds.
Recall Knowledge - Humanoid
(
Society
)
: DC 16
Morlock
Creature 2
CE
Medium
Humanoid
Source
Bestiary 2 pg. 174
Perception
+7;
darkvision
Languages
Undercommon
Skills
Acrobatics
+7,
Athletics
+8 (+11
Climbing
),
Crafting
+8 (
Repair
only),
Stealth
+9
Str
+4,
Dex
+3,
Con
+1,
Int
-2,
Wis
+3,
Cha
+1
Light Blindness
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
Melee
club +9 [
+4/-1
],
Damage
1d6+4 bludgeoning
Melee
jaws +9 [
+5/+1
] (
agile
),
Damage
1d4+4 piercing
Ranged
club +8 [
+3/-2
] (
range increment 10 feet
),
Damage
1d6+4 bludgeoning
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 HP and a +1 circumstance bonus to attack rolls for 1 minute.
Success
The target gains 2d6 HP.
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
flat-footed
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.
Morlock Machinery
Morlocks tend toward brutish actions and violent traditions and have little interest in bettering their societies or creating art. However, they have a strange obsession with ancient machinery and magical items, particularly clockwork constructions. Their knack for tinkering helps keep ancient guardians and traps functional, even if their work backfires now and then.