Morlock Cultist
CREATURE 4Morlocks 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.
+11; darkvision
Aklo, Sakvroth
Acrobatics +10, Athletics +11 (+13 Climbing), Crafting +11, Occultism +13, Stealth +11
Str +3, Dex +3, Con +1, Int +5, Wis +3, Cha +0
Light Blindness
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
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 Innate Spells DC 21, attack +13; 2nd Mirror Image, Telekinetic Maneuver, Phantom Pain; 1st Bane, Grim Tendrils, Ray of Enfeeblement; Cantrips (2nd) Daze, Ghost Sound, Shield, Telekinetic Projectile
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