Morlock Cultist
A pale, sanity-traded cave-dweller scuttles along cavern walls, striking from range with occult magic before the bludgeon comes out.
Stooped, pallid degenerates who have traded sanity for forbidden power, morlock cultists scuttle along cavern walls and hurl their will at intruders before the bludgeons come out.
A morlock cultist has a +2 status bonus to all saves vs. disease and poison.
In play
Occult Innate Spells DC 21, attack +13
- Cantrips (2nd) Daze, Ghost Sound, Shield, Telekinetic Projectile
- 1st Bane, Grim Tendrils, Ray of Enfeeblement
- 2nd Mirror Image, Phantom Pain, Telekinetic Maneuver
Occult Attack The morlock cultist Strides up to half its speed, ignoring difficult terrain caused by natural cavern features like rubble or stalagmites.
Level 4
Perception +11 · Senses darkvision · Languages Aklo, Undercommon · Skills Acrobatics +10, Athletics +11, Crafting +11, Occultism +13, Stealth +11
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +3 | +3 | +1 | +5 | +3 | +0 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 21 | +9 | +11 | +11 |
HP 58
Speed 30 feet, climb 20 feet
Actions
- Melee Club [Single Action] +11, Damage 1d6+5 bludgeoning
- Melee Jaws [Single Action] +11 (Agile), Damage 1d4+5 piercing
- Ranged Club [Single Action] +13 (range 10 ft), Damage 1d6+5 bludgeoning