Morlock
CR 2, CE Medium Monstrous humanoid
Senses: Perception 2, Darkvision 120, ScentThis special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location. A creature with the scent ability can follow tracks by smell with a perception check instead of using the Track skill.
Speed: 40 ft., climb 30 ft. Skills: Acrobatics 6, Athletics 4
Languages: Undercommon
Ability Scores: Str 14 (+3), Dex 19 (+8), Con 15 (+3), Int 5 (+1), Wis 14 (+6), Cha 6 (+2)
INIT: +8 CP: +3 HP: 22 (3d10+6) SA: -- DC: 15
AC: 15 Touch: 14 Flat-footed: 11 [+4 Dodge, +1 Natural]
SR: -- Vulnerable: -- Resistant: -- Bypass: --
Immunity: Poison Effect Immunity: Disease
Light Sensitivity (ex) - In areas of bright sunlight, the Morlock is dazzled, suffering -1 on attacks and sight-based checks.
Expert Climber (ex) - This creature can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, it is treated as constantly being under a nonmagical version of the spell spider climb, save that it cannot cling to smooth surfaces.
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.
Attacks
- Melee - 1 x club +5 (1d6+2). Reach: 5 ft.
- Melee (Natural) - 1 x bite +5 (1d4+1). Reach: 5 ft.
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.
Environment: any underground
Organization: None
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. 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. Morlock priests of such ancestor worship have access to the domains of Darkness, Earth, Madness, and Strength. A typical morlock stands just over 5 feet tall and weighs roughly 150 pounds. Morlocks move about on two legs at times, but often drop down to a creepy four-limbed shuff le when speed or stealth is necessary. Their wiry, often emaciated frames mask the strength of their limbs and their swift reactions. Morlocks typically give birth to broods of three to four babies at a time, ravenous creatures born with a full set of teeth and a cannibalistic predisposition. The first few weeks of a brood's life must be carefully mothered to prevent attrition-it usually takes that long for the morlock young to overcome their natural inclination to feed on whatever is closest. Morlocks mature quickly, achieving adulthood after only 5 years of life. A typical morlock can live to a ripe old age of 60-although the majority of their kind die far sooner than that due to violence.