Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(Pathfinder 2e) (Morlock)
Actions/Abilities/Traits: (Pathfinder 2e) (Morlock)
Ability
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).
Ability
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.
Ability
Sneak Attack
A morlock's Strikes deal an extra 1d6 precision damage to flat-footed creatures.
Ability
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.
Offense
Ability
+2 status to all saves vs. disease and poison
Offense
Melee
Circumstance: combat round (melee)
club +9 [+4/-1], Damage 1d6+4 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
club +8 [+3/-2] (range increment 10 feet), Damage 1d6+4 bludgeoning
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
club
Language
Undercommon
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Morlock Cultist)
Actions/Abilities/Traits: (Pathfinder 2e) (Morlock Cultist)
Ability
Ability
+2 status to all saves vs. disease and poison
Ability
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.
Ability
Occult Innate Spells
DC 21, attack +13; 2nd mirror image, phantom pain, telekinetic maneuver; 1st bane, grim tendrils, ray of enfeeblement; Cantrips (2nd) daze, ghost sound, shield, telekinetic projectile
Ability
Sneak Attack
The morlock deals an extra 1d6 precision damage to flat-footed creatures.
Offense
Melee
Circumstance: combat round (melee)
club +11 [+6/+1], Damage 1d6+5 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
club +13 [+8/+3] (range increment 10 feet), Damage 1d6+5 bludgeoning
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Morlock
Morlocks are a family of pale, underground-dwelling humanoids who, generations ago, were regular humans.
Item
club
Language
Aklo
Undercommon
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Morlock Engineer)
Actions/Abilities/Traits: (Pathfinder 2e) (Morlock Engineer)
Ability
Ability
+2 status to all saves vs. disease and poison
Ability
Improvised Projectile
The morlock engineer quickly crafts an improvised projectile from objects it carries or that are readily accessible in adjacent squares. Where unusual materials are available, an improvised projectile might deal damage other than bludgeoning or piercing—for example, a morlock engineer by a campfire could build a projectile that deals fire damage.
Ability
Sneak Attack
The morlock deals an extra 1d6 precision damage to flat-footed creatures.
Ability
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.
Ability
Uncanny Tinker
The morlock engineer 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 get an outcome better than failure if the target's level is more than double the morlock's. This ability reflects hasty battlefield repairs; once a construct or hazard regains Hit Points from this ability, it can't do so again until it's been Repaired. Critical Success The target regains 8d6 Hit Points and a +1 circumstance bonus to attack rolls for 1 minute. Alternately, the morlock can deal 8d6 damage (bludgeoning, piercing, or slashing, as chosen by the morlock engineer) to the construct or hazard. Success As critical success, but the target regains 4d6 Hit Points or the morlock deals 4d6 damage. Critical Failure The morlock injures themself, taking 3d6 damage (typically bludgeoning, piercing, or slashing, but potentially a different type at the GM's discretion).
Offense
Melee
Circumstance: combat round (melee)
warhammer +11 [+6/+1] (shove), Damage 1d8+6 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
projectile launcher +10 [+5/+0] (deadly d8, range increment 50 feet, versatile P), Damage 1d6+6 bludgeoning
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Morlock
Morlocks are a family of pale, underground-dwelling humanoids who, generations ago, were regular humans.
Item
projectile launcher
warhammer
Language
Undercommon
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Morlock Scavenger)
Actions/Abilities/Traits: (Pathfinder 2e) (Morlock Scavenger)
Ability
Ability
+2 status to all saves vs. disease and poison
Ability
Scuttling Attack
The morlock scavenger Strides twice, ignoring difficult terrain caused by natural cavern features like rubble or stalagmites. At any point during its movement, the morlock can make a melee Strike against an enemy in its reach.
Ability
Sneak Attack
The morlock deals an extra 1d6 precision damage to flat-footed creatures.
Ability
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.
Offense
Melee
Circumstance: combat round (melee)
dagger +9 [+5/+1] (agile, finesse, versatile S), Damage 1d4+2 piercing
Offense
Ranged
Circumstance: combat round (ranged)
dagger +9 [+5/+1] (agile, thrown 10 ft., versatile S), Damage 1d4+2 piercing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Morlock
Morlocks are a family of pale, underground-dwelling humanoids who, generations ago, were regular humans.
Item
dagger
Language
Undercommon
Perception
darkvision