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Size & Type (subtype):Medium-Size UndeadHit Dice:14d12 (91)
Initiative:   +5 (+1 Dex, +4 Improved Initiative)   Speed:   30 ft.  
Armor Class:   15 (+1 Dex, +4 natural)   Attacks:   2 slams +12 melee, tongue touch +7 melee  
Damage:   Slam 1d6+5, tongue paralysis   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Improved grab, paralyzing touch, create spawn   Special Qualities:   Undead  
Saving Throws  Fortitude: 4  
Reflex: 5  
Will: 9  
Abilities:   Str: 21
Dex: 13
Int: 11
Wis: 10
Cha: 10
Skills:   Climb +11, Hide +15, Listen +12, Move Silently +15, Spot+12, Swim +10   Feats:   Alertness, Dodge, Improved Initiative, Mobility  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary, gang (2-4), or mob (2-4 plus 5-10zombies)  
Challenge Rating:   8   Challenge Rating Value:   8  
Treasure:   None   Alignment:   Always chaotic evil  
Advancement:   15-21 HD (Medium-size); 22-28 HD (Large)  



Like zombies, mohrgs attack by slamming enemies with their powerful fists. They often catch opponents flat-footed, for they move much faster than zombies.

Improved Grab (Ex): To use this ability, the mohrg must hit with its slam attack.

Paralyzing Touch (Su): A mohrg lashes out with its tongue in combat. An opponent the tongue touches must succeed at a Fortitude save (DC 17) or become paralyzed for 1d4 minutes.

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.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002