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Xiuli CachuCreature 13


UniqueMediumChaoticEvilHumanoid
Source Pathfinder #191: The Destiny War
Perception +25 (darkvision)
Languages Chthonian, Sakvroth
Skills Acrobatics +24, Athletics +23, Religion +27, Stealth +24, Survival +25
Str +4, Dex +5, Con +5, Int +2, Wis +6, Cha +5

AC 34; Fort +24; Reflex +22; Will +25; +2 status to all saves vs. disease and poison
HP 235
Speed 30 feet (climb 20 feet)
Resistances Mental 13

Falchion One Action +24 (+19, +14) to hit (forceful, magical, sweep) 2d10+10 Slashing
Jaws One Action +25 (+21, +17) to hit (agile, unarmed) 3d4+10 Piercing

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 PoisonFrenetic Casting Two Actions

Xiuli Strides up to her speed. At any point during her movement, Xiuli can Cast a Spell that normally takes two actions or fewer to cast.

Instinctual 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)

Sneak Attack

Xiuli deals an additional 3d6 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.


Divine Prepared Spells (DC 33, +25 to hit)

Cantrips (7th Level): Bullhorn, Chill Touch, Detect Magic, Read Aura, Shield
1st Level: Bane, Harm, Heal, Protection, Sanctuary
2nd Level: Darkness, Death Knell, Dispel Magic, See Invisibility
3rd Level: Blindness, Vampiric Touch
4th Level: Air Walk, Divine Wrath, Outcast's Curse
5th Level: Drop Dead, Shadow Blast
6th Level: Repulsion
7th Level: Divine Vessel, Regenerate

Divine Innate Spells (DC 33, +25 to hit)

4th Level: Confusion

Cleric Domain Spells (DC 33, +25 to hit)

1st Level: Waking Nightmare
4th Level: Shared Nightmare


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.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Humanoid

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