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GRAULGUST

CREATURE 4

UNCOMMON

CE

MEDIUM

HUMANOID

MORLOCK

Recall Knowledge (humanoid) Society DC 21

morlock cultist

Perception +11; Darkvision

Languages Aklo, Undercommon

Skills Acrobatics +10, Athletics +11 (+13 Climbing), Crafting +11 (Repair only), Occultism +13, Stealth +11

Str +3, Dex +3, Con +1, Int +5, Wis +3, Cha +0

Items club

AC 21; Fort +9, Ref +11, Will +11; +2 status to all saves vs. disease and poison

HP 58

Speed 30 feet, climb 20 feet

Melee club +11 / +6 / +1, Damage 1d6+5 bludgeoning

Melee jaws +11 / +7 / +3 (agile), Damage 1d4+5 piercing

Ranged club +13 / +8 / +3 (range increment 10 feet), Damage 1d6+5 bludgeoning

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

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.

When the monster Strikes a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon. The morlock deals an extra 1d6 precision damage to flat-footed creatures.

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