Medium humanoid, chaotic evil

Armor Class 13
Hit Points 7 (1d8+2)
Speed 40 ft., Climb 30 ft.

14 (+2) 16 (+3) 14 (+2) 4 (–3) 14 (+2) 4 (–3)

Condition Immunities blindness
Senses blindvision 90 ft., passive Perception 12
Languages none
Challenge 1/4 (50 XP)


  • Keen Senses. Morlocks are completely blind and employ an advanced form of echolocation similar to bats to negotiate their hunting grounds. To compensate, their olfactory and auditory senses are ultra-sensitive. Their echolocation and senses provide them with the equivalent of 90 feet darkvision and they can only be surprised on a 1 in d6.


  • Sharp Claws. The Morlock makes two claw attacks.
  • Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d2+2) slashing damage. If the Morlock hits a target with both Claw Attacks it can also do a Bite Attack.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d3+2) piercing damage.


Morlocks are a degenerate race of subterranean humanoid predators. They possess no hair and their skin is pale and slimy. Their hands and feet are partially webbed, and they are excellent swimmers. Morlocks are predatory carnivores and prefer the meat of other humanoids.

To best use their senses in unfamiliar ground, morlocks constantly stop, use their senses to determine the ground and locate their prey, and resume their movement with startling speed. Morlocks can traverse difficult subterranean ground and hazards without slowing their movement. When morlocks use their echolocation, the make a series of three successive “click-click-click” sounds.

Morlocks are primitive and prefer their claws over weapons. When they use weapons, they prefer stone clubs, spears, daggers, and/or nets.

Morlocks can smell blood within 90 feet and possess an insatiable hunger for humanoid flesh. Morlocks have such an appetite that, upon freshly wounding a humanoid opponent other morlocks will converge as a pack and immediately attack the target. If morlocks engage in combat with an opponent with previous wounds, they will collectively target injured opponents first.

Under extreme circumstances, morlocks will resort to cannibalism, starting with the weakest among them. As a result, they do not form large communities but rather prefer smaller tribal groups with sufficient subterranean hunting ground to support themselves. Each such tribe will be led by a dominant male with Strength 16 (+3) and 20 (3d8+6) hit points. This leader’s bite attack does 6 (1d4+3) piercing damage.

Section 15: Copyright Notice

Dwarrowdeep 5E, Copyright 2022; Greg Gillespie.

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