Morlock
Medium-size Humanoid (Gnome)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 13 (+3 natural), touch 10, flat-footed 13
Base Attack/Grapple: +1/+0
Attack: +0 melee (1d6-119-20, short sword) or +1 ranged (1d6-1, morlock stone)
Full Attack: +0 melee (1d6-1/19-20, short sword) or +1 ranged (1d6-1, morlock stone)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Musk, spell-like abilities
Special Qualities: Racial traits, weapon familiarity (morlock stone)
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 9 (-1), Dex 11 (+0), Con 14 (+2), Int 8 (-1), Wis 10 (+0), Cha 8 (-1)
Skills: Concentration +3, Craft (Alchemy) +1, Hide +0*, Listen +4, Spot +2, Survival +1
Feats: Alertness
Continent/Region: Any
Environment: Underground
Organization: Solitary, pair, patrol (5–20) or clan (20–200)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +1
Morlocks are degenerate humanoids with both gnomish and troglodyte ancestry. Morlocks are quickly becoming the scourge of Kulan’s Underearth, vying for dominance with such races as bugbears, deep minotaurs, duergar, earth ogres, and the yuan-ti. Morlocks were magically bred too become slaves, from gnome captives, by troglodytes. The morlocks soon outstripped the troglodytes in quickness, vitality, and sneakiness. They enslaved their former masters and began conquering huge regions of the Underearth.
Morlocks look like tall gnomes with reptilian features. They have lizard-like features including a crowning frill, which ends just before the neck. This frill divides their greasy, stringy hair to the sides of their head. A morlock’s eyes are usually black or yellow and look reptilian in appearance. A typical morlock stand roughly 4½ feet in height and weighs about 135 pounds.
Morlocks rarely work with other races but have found allies amongst small enclaves of pallemons or tribes of yuan-ti. They hate the duergar, but simply despise all the other races of dwarves they’ve encountered. They find gnomes useful as slaves or as breeding stock. Morlocks cannot breed with troglodytes or other morlocks but can breed with gnomes.
Morlocks speak Gnome and Undercommon.
Combat
Morlocks are not strong combatants but what they lack in strength they make up for in numbers. A patrol of morlocks can often overwhelm foes using dirty sneak attacks. They will fight with short swords in melee combat. A morlock patrol that surprises their opponents will often hide and wait for opponents to come closer then throw small, sharpened stones.
Musk (Ex): The musk-like odor of a morlock is powerful enough to temporarily ruin a creature’s sense of smell. It is not possible to track a morlock by scent for more than 1d4 minutes, after which the tracking creature cannot use its scent ability for 1d6 hours. Also, anyone attempting to determine if a morlock has been in a particular area, in the past 1d6 hours, needs only make a Survival check (DC 15) to smell the distinctive odor.
Spell-like Abilities: Morlocks with Wisdom scores of 10 or higher may cast the 0th-level spells
detect poison and
know direction once per day as a 1st-level druid.
Skills: +1 racial bonus on Craft (alchemy) and Listen checks. *Morlocks have a +4 circumstance bonus on Hide checks made in stone, rocky, or earthen environments. This is due to a morlock’s rock-like, textured skin.
Morlocks as Characters
Morlocks favor the rogue class. Unaligned morlock clerics can choose any two of the following domains: Chaos, Destruction, Earth, Evil, and Trickery. Morlocks have all the racial traits listed on pages 46 and 47 of
Bastards & Bloodlines: A Guidebook to Half-Breeds with the following changes to its racial languages:
- Automatic Languages: Gnome and Undercommon. Bonus Languages: Dark One, Deepingspeak, Dwarven, Goblin, Quaggoth, and Skulk.