Medium (Undead)
CR 8
HP 91, hd14d12
AC 23 (+4 Dex, +9 natural), touch 14, flat-fooded 14
Fort +4, Ref +10, Will +9
Speed 30 ft. (6 squares)
Initiative +9
Spot , Listen
Standard attacks
BAB +7, Grapple +12
Full attack: Slam +12 melee (1d6+7) and tongue +12 melee touch (paralysis)
Special Attacks/Qualities
Improved grab, paralyzing touch, create spawn
Darkvision 60 ft., undead traits
Skills Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15, Swim +9
Feats Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility
Str 21
Con ?
Dex 19
Int 11
Wis 10
Cha 10
Alignment Always chaotic evil,
Environment Any,
Organisation Solitary, gang (2?4), or mob (2?4 plus 5?10 zombies)

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 Fortutude 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.

System Reference Document -> List of Creatures (SRD)
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.

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