From D&D Wiki
|This material is published under the OGL|
|Hit Dice:||14d12 (91 hp)|
|Initiative:||+5 (+1 Dex, +4 Improved Initiative)|
|AC:||15 (+1 Dex, +4 natural)|
|Attacks:||2 slams +12 melee, tongue touch +7 melee|
|Damage:||Slam 1d6+5, tongue paralysis|
|Face/Reach:||5 ft. by 5 ft./5 ft.|
|Special Attacks:||Improved grab, paralyzing touch, create spawn|
|Saves:||Fort +4, Ref +5, Will +9|
|Abilities:||Str 21, Dex 13, Con —, 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/Terrain:||Any land and underground|
|Organization:||Solitary, gang (2-4), or mob (2-4 plus 5-10 zombies)|
|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.
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.
This page is protected from editing because it is an integral part of D&D Wiki. Please discuss possible problems on the talk page.