Morlock Cultist
Creature 4uncommonChaoticEvilHumanoidMorlock
Perception +11; Darkvision
Skills Acrobatics +10, Athletics +11 (+13 Climbing), Crafting +11, Occultism +13, Stealth +11
CHA +0
CON +1
DEX +3
INT +5
STR +3
WIS +3
AC 21; Fort +9, Ref +11, Will +11
HP 58
Speed 30 feet, Climb 20 feet
Morlocks who serve as priests in their conclaves usually dabble in eerie occult magic.
Morlocks originate from humans long lost to the surface world. They have an affinity for machinery, scavenging, and strange occult behaviors.
Melee Club +11, Damage 1d6+5 Bludgeoning
Melee Jaws +11 (Agile, Unarmed), Damage 1d4+5 Piercing
Melee Club +13, Damage 1d6+5 Bludgeoning
Occult Innate Spells DC 21, attack +13
Bane(Rank 1)
Daze(Rank 1)
Ghost Sound(Rank 1)
Grim Tendrils(Rank 1)
Phantom Pain(Rank 1)
Ray of Enfeeblement(Rank 1)
Shield(Rank 1)
Telekinetic Projectile(Rank 1)
Mirror Image(Rank 2)
Telekinetic Maneuver(Rank 2)
Light Blindness
+2 Status to All Saves vs. Disease and Poison