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Daarkh Ghust

Mental characteristics

Employment

Witch

Curse Parton  

Social

Contacts & Relations

Xoob'at- Daarkh's Bat Familiar Phase Familiar

Cheiftain of the Fang Queen Morlocks

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Daarkh Ghust

Uncommon, Black, Red Medium, Humanoid, Morlock 4
  • Perception +11 ; Darkvision Light Blindness
  • Languages Aklo, Undercommon /li]
  • 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
  • AC 21; Fort +9 , Ref +11 , Will +11 ; +2 status to all saves vs. disease and poison
  • HP 58
  • Speed 30 feet, climb 20 feet
Items Club
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
Occult Innate Spells DC 21, attack +13 ; 2nd Mirror Image, Phantom Pain, Telekinetic Maneuver; 1st Bane, Grim Tendrils, Ray of Enfeeblement; Cantrips (2nd) Daze, Ghost Sound, Shield, Telekinetic Projectile
Focus Spells Phase Familiar, Needle of Vengeance 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 The morlock deals an extra precision damage to flat-footed creatures.
— Pathfinder #163: Ruins of Gauntlight pg. 85
Alignment
Black , Red
Ethnicity
Children
Belief/Deity
Aligned Organization
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