Mythic Morlock

Mythic Morlock CR 3/MR 1

XP 800
CE Medium monstrous humanoid (mythic, mythos)
Init +8; Senses darkvision 120 ft.; Perception +2

DEFENSE

AC 16, touch 14, flat-footed 12 (+4 Dex, +2 natural)
hp 32 (3d10+16)
Fort +3, Ref +9, Will +5
Immune disease, poison
Weaknesses light blindness

OFFENSE

Speed 40 ft., climb 30 ft.
Melee greatclub +5 (1d10+3) or net +5 (— plus entangled), bite +0 (1d4+1)
Ranged net +7 (— plus entangled)
Special Attacks drag off, knockout blow, leap attack, mythic power (1/day, surge +1d6), sneak attack +1d6, swarming

STATISTICS

Str 14, Dex 19, Con 15, Int 5, Wis 14, Cha 6
Base Atk +3; CMB +5; CMD 19
Feats Improved Initiative, Lightning Reflexes, Net Adept B
Skills Acrobatics +13 (+17 when jumping), Climb +22, Stealth +8 (+12 in caverns); Racial Modifiers +8 Acrobatics, +16 Climb, +4 Stealth in caverns
Languages Undercommon
SQ expert climber

SPECIAL ABILITIES

Drag Off (Ex)

A mythic morlock gains proficiency with nets and gains Net Adept as a bonus feat. In addition, a mythic morlock that hits with its net can expend one use of its mythic power as a swift action to deal 1d6 points of nonlethal damage and attempt a combat maneuver check to drag the target. This maneuver does not provoke attacks of opportunity, and the morlock gains a +2 circumstance bonus on the check when sharing its space with another morlock

Expert Climber (Ex)

A morlock can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, a morlock is treated as constantly being under a non-magical version of the spell spider climb, save that it cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus

Knockout Blow (Ex)

A mythic morlock is proficient with greatclub, which it can use to kill or subdue, taking no penalty on attack rolls when choosing to deal nonlethal damage. If it confirms a critical hit with its greatclub, it can expend one use of its mythic power as a swift action to stagger the target for 1d4 rounds (DC 13 Fort negates). If the target is already staggered, it is knocked unconscious. The save DC is Strength-based.

Leap Attack (Ex)

As a standard action, a morlock may make a single attack during a jump. It can make this attack at any point along the course of the leap—the start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity for leaving a threatened square

Swarming (Ex)

Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes. Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

ABOUT

Environment any underground
Organization solitary, pair, band (3–6), or tribe (7–18)
Treasure standard

Skin pale as a slug’s belly, eyes huge and bulging, this thing crawls down the wall like a spider, but its shape is hideously humanoid.

Degenerate humans long lost from the world of light, morlocks have regressed through years of subterranean dwelling into ravenous, barely thinking beasts of the endless night with skin pale as a slug’s belly and huge and bulging eyes. They no longer remember the civilized lives their ancestors led, although many morlock tribes still dwell in the shattered ruins of their ancient homes. Ironically, in many cases morlocks worship the statues left behind by these ancestors as their gods. Morlocks reach adulthood at age 5 and can live as old as 60, though most die far sooner due to violence, including cannibalistic feasting by their own kin. A typical morlock stands just over 5 feet tall and weighs roughly 150 pounds.

Section 15: Copyright Notice

Mythos Monsters (PF1) © 2022, Legendary Games; Authors Jason Nelson, Jim Groves, Jonathan Keith, Tom Phillips, Alistair J. Rigg, and Greg A. Vaughan

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