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Morlock TinkererCreature 2


MediumHumanoid
Source Pathfinder Monster Core 2
Perception +7 (darkvision)
Languages Sakvroth
Skills Acrobatics +7, Athletics +8, Crafting +8, Stealth +9
Str +4, Dex +3, Con +1, Int -2, Wis +3, Cha +1

AC 17; Fort +7; Reflex +11; Will +9; +2 status to all saves vs. disease and poison
HP 40
Speed 30 feet (climb 20 feet)

Club One Action +9 (+4, -1) to hit 1d6+4 Bludgeoning
Jaws One Action +9 (+5, +1) to hit (agile, unarmed) 1d4+4 Piercing
Club One Action +8 (+3, -2) to hit (thrown 10) 1d6+4 Bludgeoning

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.

+2 Status to All Saves vs. Disease and PoisonInstinctual Tinker Two Actions

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).

Effect: Instinctual Tinker (Critical Success)

Leap Attack Two Actions

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 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.


Most morlocks have little talent for crafting, but many have an uncanny knack for tinkering. The sounds of machinery and moving parts tend to attract them. These morlocks particularly enjoy the ticking sounds of clockworks. Many tales from Darklands travelers describe morlocks who are able to take used or disabled mechanical traps and restore them, seemingly for the morlock's own satisfaction more than any desire to use the device.


Morlocks descended from humans who were lost among the dark, tangled tunnels of the upper reaches of the Darklands thousands of generations ago. Their eyes grew large and pale to absorb any speck of illumination. Their frames became wiry from an altered diet and their arms grew long, becoming perfect for the uncanny, four-limbed shuffle that lets them traverse the subterranean passages. However, their forms hide their strength and swiftness. Morlocks no longer remember the lives their ancestors led on the surface, although many of them dwell in shattered ruins that were swallowed by the earth. Some morlocks worship the statues of humans from these bygone eras as gods, but others now venerate Lamashtu, Rovagug, or other violent deities.

Morlocks typically stands just over 5 feet tall and weigh roughly 150 pounds.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.