Force Morlock

Force Morlock CR 4

XP 800
CE Medium aberration
Init +10; Senses darkvision 120 ft., scent; Perception +4


AC 18, touch 16, flat-footed 12 (+6 Dex, +2 natural)
hp 25 (3d8+12)
Fort +5, Ref +11, Will +7
Defensive Abilities breathless, force aura; Immune inhaled effects, disease, poison; Weaknesses light blindness


Speed 40 ft., climb 30 ft.
Melee slam +9 (1d6+2 force), +4 bite (1d4+1 force)
Ranged javelin +9 (1d6+2)
Space 5 ft.; Reach 5 ft.
Special Attacks draw force, leap attack, sneak attack +1d6, swarming


Str 18, Dex 23, Con 19, Int 9, Wis 18, Cha 10
Base Atk +3; CMB +7 (+11 to bull rush, overrun, and trip); CMD 23
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +15 (+35 when jumping), Climb +24, Stealth +5 (+9 in caverns), Perception +2
SQ expert climber


Breathless (Ex)

Force morlocks do not breathe and are immune to inhaled effects.

Draw Force (Su)

As a standard action, a force morlock can dispel all non-instantaneous force effects within 30 feet (as dispel magic, caster level 3), healing 1d8 points of damage for each level of any force effects dispelled. The force morlock gains no benefit if already at full health.

This ability is usable at will.

Force Aura (Ex)

Force morlocks are surrounded by a dull blue aura as bright as a candle that flares brighter when struck. Creatures striking them with natural weapons, unarmed strikes, or touch attacks take 1d6 points of force damage. In addition, force morlocks take half damage from attacks and effects that deal hit point damage. Force effects, disintegrate, and effects that do not deal hit point damage harm them normally.

Force Strength (Ex)

Force morlocks deal force damage with their natural weapons and gain a +4 bonus to bull rush, overrun, and trip combat maneuvers and to Strength checks to break objects.

Section 15: Copyright Notice

Eastern Journey Adventures © 2022, Legendary Games; Author Jim Groves, Matt Goodall, and Jason Nelson.

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