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Morlock Cultist in Pathfinder 2e

Morlock Cultist - Creature 4
UNCOMMONBLACK, GREENMEDIUMHUMANOIDMORLOCK

Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore: DC 19 Specific Lore: DC 16
‌ Morlocks who serve as priests in their conclaves usually dabble in eerie occult magic. Morlocks led by cultists don't always follow an established religion, in part because their insular background limits contact with the rest of the world. In many cases, a morlock cult worships some figure from the group's past, be it a revered (or more often, feared) ancestor, or even the strange machines or statues left behind from a mysterious civilization that once ruled the place where the morlocks now live. Pathfinder #163: Ruins of Gauntlight pg. 85
Perception +11 ;Darkvision Light, Blindness
Languages Aklo, Undercommon
Skills Acrobatics +10 , Athletics +11 ( +13 Climbing), Crafting +11 (Repair only), Occultism +13 Stealth +11

STR +3 , DEX +3 , CON +1 , INT +5 , WIS +3 , CHA +0

Items Items club  
AC 21
Saving Throws Fort +9, Ref +11, Will +11 , +2 status to all saves vs. disease and poison
HP58
Speed 30 feet, climb 20 feet
Melee club +11 +6 / +1 , Damage bludgeoning jaws +11 +7 / +3 (Agile ), Damage piercing  
Ranged club +11 +6 / +1 (range increment 10 feet), Damage bludgeoning
Special Abilities Occult Attack The morlock cultist Strides up to half its speed, ignoring difficult terrain caused by natural cavern features like rubble or stalagmites. At any point during its movement, the morlock cultist can Cast a Spell that normally takes two actions or fewer to cast.
Sneak Attack A morlock's Strikes deal an extra precision damage to flat-footed creatures.
Spells Occult Innate Spells DC 21, attack +13 ; 2nd mirror image, phantom pain mental damage and persistent mental damage , telekinetic maneuver; 1st bane, grim tendrils negative damage and 1 persistent bleed damage, ray of enfeeblement; Cantrips (2nd) daze, ghost sound, shield, telekinetic projectile Bludgeoning

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