Size and Type: As a morlamaw, the Morlagrammaw is a large monstrous humanoid with the aquatic subtype, and a space and reach of 10 feet.
Amphibious: The Morlagrammaw can breathe both water and air normally.
Cold Resistance: The Morlagrammaw has cold resistance 5.
Darkvision: The Morlagrammaw has darkvision 60 feet.
Morlamaw Movement: The Morlagrammaw has a 20 foot base land speed and a 40 foot base swim speed.
Natural Weapons: The Morlagrammaw is always considered armed. She can deal 1d3 lethal damage with unarmed strikes and the attack doesn't count as archaic. At 3rd level she gains a unique specialization in these unarmed strikes.
Theme Knowledge: The Morlagrammaw was once a devout cultist. She reduces the DC of Culture and Mysticism checks to recall knowledge about hidden cults and secretive religions, including knowledge about their beliefs, hierarchy, and symbols, by 5. She also reduces the DC of Diplomacy checks to gather information about hidden cults and their enigmatic members (usually considered obscure or secret knowledge or mysterious or obscure individuals) by 5.
Expertise: The Morlagrammaw is an expert when it comes to working with her skills. When she has at least 1 Resolve Point remaining, she can add 1d6 to Disguise and Sense Motive checks as an insight bonus.
Get ‘Em: As a move action, the Morlagrammaw can choose one enemy within 60 feet. Until the start of her next turn, she and her allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing.
At 6th level, she can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet.
Armor Mastery: The Morlagrammaw is proficient in heavy armor.
Cunning Disguise: When the Morlagrammaw attempts an initial Disguise check, she can forgo rolling her expertise die. Instead, the first time a creature would pierce her disguise with a Perception check, treat its result as if it had rolled a natural 1 on its Perception check. This benefit applies only once per disguise. At 9th level, this ability also applies against the second creature who pierces your disguise.