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  SYSTEM REFERENCE DOCUMENT 3.5  
MOHRG

 

Medium Undead

Hit Dice:

14d12 (91 hp)

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

Organization:

Solitary, gang (2–4), or mob (2–4 plus 5–10 zombies)

Challenge Rating:

8

Treasure:

None

Alignment:

Always chaotic evil

Advancement:

15–21 HD (Medium); 22–28 HD (Large)

Level Adjustment:

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.

COMBAT

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.

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