Mohrg |
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14d12 (91 hp) |
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+9 |
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30 ft. (6 squares) |
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23 (+4 Dex, +9 natural), touch 14, flat-footed 14 |
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+7/+12 |
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Slam +12 melee (1d6+7) or tongue +12 melee touch (paralysis) |
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Slam +12 melee (1d6+7) and tongue +12 melee touch (paralysis) |
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5 ft./5 ft. |
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Improved grab, paralyzing touch, create spawn |
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Darkvision 60 ft., undead traits |
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Fort +4, Ref +10, Will +9 |
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Str 21, Dex 19, Con -, Int 11, Wis 10, Cha 10 |
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Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15, Swim +9 |
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Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility |
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Any |
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Solitary, gang (2-4), or mob (2-4 plus 5-10 zombies) |
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8 |
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None |
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Always chaotic evil |
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- |
Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. Most mohrgs are 5 to 6 feet tall and weigh about 120 pounds.
Like zombies, mohrgs attack by slamming enemies with their fists. They often catch opponents flat-footed, for they move much faster than zombies.
Improved Grab (Ex): To use this ability, a mohrg must hit a creature of its size or smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Paralyzing Touch (Su): A mohrg lashes out with its tongue in combat. An opponent the tongue touches must succeed on a DC 17 Fortitude save or become paralyzed for 1d4 minutes. The save DC is Charisma-based. Create Spawn (Su): Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg's control. They do not possess any of the abilities they had in life.