Name | Mohrg |
---|---|
Sorted Name | Mohrg |
Family | Mohrg |
Size and Type | Medium Undead |
Hit Dice Count | 14 |
Hit Dice | 14d12 (91 hp) |
Random Hit Points | 14d12 - 0 |
Initiative | +9 |
Speed | 30 ft. (6 squares) |
Armor Class | 23 (+4 Dex, +9 natural), touch 14, flat-footed 14 |
Base Attack/Grapple | +7/+12 |
Attack | Slam +12 melee (1d6+7) or tongue +12 melee touch (paralysis) |
Full Attack | Slam +12 melee (1d6+7) and tongue +12 melee touch (paralysis) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Improved grab, paralyzing touch, create spawn |
Special Qualities | Darkvision 60 ft., undead traits |
Saves | Fort +4, Ref +10, Will +9 |
Abilities | Str 21, Dex 19, Con -, Int 11, Wis 10, Cha 10 |
Skills | Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15, Swim +9 |
Feats | Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility |
Environment | Any |
Challenge Rating | 8 |
Organization | Solitary, gang (2-4), or mob (2-4 plus 5-10 zombies) |
Treasure | None |
Alignment | Always chaotic evil |
Advancement | 15-21 HD (Medium); 22-28 HD (Large) |
Level Adjustment | - |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Mohrg; CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares); AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk +12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee (1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10, Cha 10 Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15, Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility |
Mohrg
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. CombatLike 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. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Slam +12 melee (1d6+7) or tongue +12 melee touch (paralysis), or Slam +12 melee (1d6+7) and tongue +12 melee touch (paralysis)
feats: ALERTNESS, DODGE, IMPROVED INITIATIVE, LIGHTNING REFLEXES, MOBILITY, ,