3e SRD:Mohrg
Mohrg
Size/Type: | Medium Undead |
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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) |
Combat
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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