pf2e.fyi
From Pathfinder #163: Ruins of Gauntlight, which isn't enabled.

Morlock Cultist

CREATURE 4

Morlocks who serve as priests in their conclaves usually dabble in eerie occult magic.


Morlocks originate from humans long lost to the surface world. They have an affinity for machinery, scavenging, and strange occult behaviors.


Perception +11; darkvision
Languages Aklo, Sakvroth
Skills Acrobatics +10, Athletics +11 (+13 Climbing), Crafting +11, Occultism +13, Stealth +11
Str +3, Dex +3, Con +1, Int +5, Wis +3, Cha +0
Items Club
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.


AC 21; Fort +9, Ref +11, Will +11; +2 status to all saves vs. disease and poison
HP 58
+2 Status to All Saves vs. Disease and Poison

Speed 30 feet, climb 20 feet
Melee Club +11, Damage 1d6+5 bludgeoning
Melee Jaws +11 (agile, unarmed), Damage 1d4+5 piercing
Ranged Club +13 (range increment 10 feet), Damage 1d6+5 bludgeoning
Occult Attack

The morlock cultist Strides up to half its speed, ignoring difficult terrain caused by natural cavern features like rubble or stalagmites.

At any point during its movement, the morlock cultist can Cast a Spell that normally takes two actions or fewer to cast.

Sneak Attack

The morlock deals an extra 1d6 precision damage to Off-Guard creatures.

Pathfinder #163: Ruins of GauntlightOGL