The Second level of the vaults is occupied by a Morlock cult that has taken to worshiping the mistress of the dungeon. The Morlocks of Memory are descended from enclaves of Halflings that became trapped in subterranean caverns during the Titanfall.
Recall Knowledge - Humanoid (Society): DC 20
Unspecific Lore: DC 18
Specific Lore: DC 15
Morlock Engineer, Tradesperson 3
Source Pathfinder #163: Ruins of Gauntlight pg. 84
Most morlocks have little talent for crafting, but a rare few have an uncanny knack for tinkering.
Perception +8; Darkvision
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
Light Blindness
Items projectile launcher, warhammer
AC 18; Fort +7, Ref +12, Will +10; +2 status to all saves vs. disease and poison
HP 46
Speed 30 feet, climb 20 feet
Melee warhammer +11 [+6/+1] (shove), Damage 1d8+6 bludgeoning
Melee jaws +11 [+7/+3] (agile), Damage 1d4+6 piercing
Ranged projectile launcher +10 [+5/+0] (deadly d8, range increment 50 feet, versatile P), Damage 1d6+6 bludgeoning
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 The morlock deals an extra 1d6 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 8d6 Hit Points and a +1 circumstance bonus to attack rolls for 1 minute. Alternately, the morlock can deal 8d6 damage (bludgeoning, piercing, or slashing, as chosen by the morlock engineer) to the construct or hazard.
Success As critical success, but the target regains 4d6 Hit Points or the morlock deals 4d6 damage.
Critical Failure The morlock injures themself, taking 3d6 damage (typically bludgeoning, piercing, or slashing, but potentially a different type at the GM's discretion).
No comments:
Post a Comment