Vool
Level 4Attacks
Abilities
When Vool Strides or Climbs and moves half his speed or less, he doesn't trigger reactions.
Vool is convinced there are vampires everywhere and is constantly Frightened 1. His frightened condition can be removed via magic like clear mind, if someone eases his fears by Lying to him with a successful DC 18 deception check, or by giving him something else to fear by Coercing him with a DC 18 intimidation check. Once his frightened condition is removed, Vool becomes particularly brave for 10 minutes and gains a +2 status bonus on saving throws against fear effects. After this time (or earl
The morlock tinkers with an adjacent construct or mechanical hazard. They attempt a crafting check against the construct's or hazard's Fortitude DC. The morlock can't succeed if the target's level is more than double the morlock's.
Critical Success The target gains 4d6 healing Hit Points and a +1 circumstance bonus to attack rolls for 1 minute.
Success The target gains 2d6 healing Hit Points.
Critical Failure The morlock injures itself, taking 2d6 damage (typically bludgeoning, piercin
The morlock Strides up to twice its Speed, during which it attempts a High Jump or a Long Jump. At any point during its movement, the morlock can make a melee Strike against an enemy in its reach.
The morlock then can't use Leap Attack for 1 round.
Vool deals 1d6 extra precision damage to Off-Guard creatures.
A morlock can share the same space as another morlock, but no more than two morlocks can occupy the same space. When morlocks share the same space, they gain a +1 circumstance bonus to attack rolls.
Vool can't use this ability if he's frightened (because the other morlock he could share a space with might be a vampire).
Vool's "pick" consists of a femur with a wooden stake lashed to one end. This weapon functions as a light pick that also has the versatile bludgeoning trait. If Vool critically fails a Strike with the janky weapon, it breaks and becomes useless until he repairs it. If he critically hits a vampire with the weapon, the vampire must succeed at a DC 21 fortitude save or the stake is driven into its heart, reducing the vampire to 0 Hit Points. Despite his best efforts, Vool can't teach anyone to use