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Morlock Engineer Creature 2

Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore: DC 18 Specific Lore: DC 15
‌ Morlocks are degenerate descendants of small, isolated human communities where inbreeding was common for prolonged periods. On Gradus , most Morlocks are descended from ancient Marianan who escaped the death of their empire by fleeing underground into Subterra. There they slowly transformed into something less than human, but far better adapted to survival in the savage depths.
Most morlocks have little talent for crafting, but a rare few have an uncanny knack for tinkering.
— Pathfinder #163: Ruins of Gauntlight pg. 84
Perception +8 ;Darkvision, Light Blindness
Languages Undercommon
Skills Acrobatics +8 , Athletics +9 ( +11 Climbing), Crafting +10 , Stealth +10

STR +4 , DEX +3 , CON +2 , INT +1 , WIS +3 , CHA +0

Items projectile launcher, warhammer
AC 18
Saving Throws Fort +7, Ref +12, Will +10 , +2 status to all saves vs. disease and poison
Speed 30 feet, climb 20 feet
Melee Warhammer +11 +6 / +1 , Damage bludgeoning jaws +11 +7 / +3 (Agile ), Damage piercing      
Ranged projectile launcher +10 +5 / +0 (deadly d8 , range increment 50 feet, versatile P), Damage bludgeoning
Special Abilities 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.
Sneak Attack A morlock's Strikes deal an extra precision damage to flat-footed 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. 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 Hit Points and a +1 circumstance bonus to attack rolls for 1 minute. Alternately, the morlock can deal damage (bludgeoning, piercing, or slashing, as chosen by the morlock engineer) to the construct or hazard. Success As critical success, but the target regains Hit Points or the morlock deals 4d6 damage. Critical Failure The morlock injures themself, taking damage (typically bludgeoning, piercing, or slashing, but potentially a different type at the GM's discretion).

Created by



Pathfinder 2e

Statblock Type

Monster / NPC