Morlock Cultist

CREATURE 4

uncommon ce medium humanoid morlock 

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

Light Blindness

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, Damage 1d6+5 bludgeoning

Melee [>] jaws +11 (agile), 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, phantom pain, telekinetic maneuver; 1st bane, grim tendrils, ray of enfeeblement; Cantrips 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 flat-footed creatures.

AV1, page 85.

Open Morlock Cultist in the interactive creatures list or browse all creatures starting with M.