Morlock Tinkerer
Creature 2- Perception
- +7; darkvision
- Languages
- Sakvroth
- Skills
- Acrobatics +7, Athletics +8, Crafting +8, Stealth +9
- Str +4, Dex +3, Con +1, Int −2, Wis +3, Cha +1
- Items
- club
Light Blindness
- AC
- 17; Fort +7, Ref +11, Will +9; +2 status to all saves vs. disease and poison
- HP
- 40
- Speed
- 30 feet, climb 20 feet
Melee ◆ club +9, Damage 1d6+4 bludgeoning
Melee ◆ jaws +9 (agile, unarmed), Damage 1d4+4 piercing
Ranged ◆ club +8 (thrown 10 feet), Damage 1d6+4 bludgeoning
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 healing Hit Points and a +1 circumstance bonus to attack rolls for 1 minute.
Success The target gains 2d6 healing Hit Points.
Critical Failure The morlock injures itself, taking 2d6 damage (typically bludgeoning, piercing, or slashing, but potentially a different type at the GM's discretion).
Effect: Instinctual Tinker (Critical Success)
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.
Sneak Attack A morlock's Strikes deal an extra 1d6 precision damage to Off-Guard 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.
Source: Pathfinder Monster Core 2