3e SRD:Mohrg

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Size/Type: Medium Undead
Hit Dice: 14d12 (91 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
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
Special Qualities: Undead
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)
Challenge Rating: 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.

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