Mohrg: Difference between revisions
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Revision as of 17:30, 5 December 2017
Mohrg (CR 9)
Neutral Evil - Medium - Undead |
---|
Lore: | Know (Religion) | ||
21 | 31 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
24 | +14 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
- Lore Notes: Identifies as a CR 5 Ghoul if lore check is failed.
Senses:
Movement Types:
Defense
AC |
Man Def |
Monster Health | ||
178 | 89 | 14 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +6 |
Refl: | +11 |
Will: | +6 |
Strong Against:
- (Undead 1) Immune (no effect): diseases (infected, diseased, blighted), poisons (tainted, poisoned, blighted), ability damage (dilution, damage, drain), and essence damage (suppression, omission, destruction)
- (Undead 2) Immune (no effect): bleeds (bruised, bleed, ruptured), fatigued, exhausted
- (Undead 3) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
- (Undead 4) Immune (no effect): any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Offense
Standard Attack (Melee):
- 1x Entrail Kiss +15 (0/x2)
as undefined damage type
negative energy damage plus Affliction
Full Attack (Melee):
- 1x Entrail Kiss +15 (2d10+12/x2)
as undefined damage type
negative energy damage plus Affliction - 2x Rotten Claws +15 (2d6+5/x2)
as undefined damage type
plus 1d6 negative energy damage on successful hit
Standard Attack (Ranged):
- 1x Hurl Offal +15 (2d10+12/x2)
as undefined damage type
(Increment: 20 ft.; Max Range: 60 ft.)
negative energy damage, plus Splash
Full Attack (Ranged):
- 2x Hurl Offal +15 (2d10+12/x2)
as undefined damage type
(Increment: 20 ft.; Max Range: 60 ft.)
negative energy damage, plus Splash
Siege Damage: Not siege capable
Statistics
21 |
STR |
19 |
DEX |
— |
CON |
11 |
INT |
10 |
WIS |
14 |
CHA |
Skills:
- Knowledge (Local): 14
- Knowledge (Nobility): 14
- Movement: 17
- Perception: 14
- Stealth: 17
- All other skills: 9 (no ranks)
Languages: Common, Necril, One other language it knew before death
Special Abilities
Affliction (Su) |
Any living creature struck by a Mohrg's Entrail Kiss attack must make a Fort save against a DC of or suffer from Affliction. The first time this saving throw is failed, the victim gains the Sickened status condition until the end of the combat. If, while Sickened, they are struck again and fail another Fort save against a DC of , the Sickened condition worsens to Afflicted. This Afflicted condition will also last until the end of the combat but cannot be made worse. Of course, either Sickened or Afflicted may be cured during combat, but the Mohrg's can immediately go about inflicting these statuses again. |
Hurl Offal (Su) |
Like the corrupted zombies it imitates, a Mohrg can tear out hot, wet clumps of his own flesh to hurl them, dripping and vile, at his foes. Using Hurl Offal never provokes attacks of opportunity, even if the Mohrg is in melee. Note that the Mohrg may not use Hurl Offal as an opportunity attack; instead it uses its Entrail Kiss (bite) attack for threatening, flanks, and attacks of opportunity. Hurl offal uses a standard ranged attack at + against the target's AC, and deals 2d10+12 negative energy damage. Creatures adjacent to the creature struck are subject to splash damage, dealing the minimum possible points of negative energy damage that can be rolled on the dice, but a reflex save, DC , reduces this damage by half (the main target gets no such save, however). |
Spawn Zombie (Su) |
Any humanoid creature killed by a Mohrg rises immediately as a Corrupted Zombie. This is a free action for the Mohrg that may be used up to once per round in combat or once per minute out of combat. The new zombie is under the Mohrg's control and takes actions as supernaturally willed by the Mohrg (also a free action).
|
Zombie Escort (Ex) |
Mohrg's begin combat with two standard CR4 Corrupted Zombies within three squares of them. These zombies give normal treasure and xp for a CR4 monster. The Mohrg may issue commands via supernaturally willing it to the zombies as a swift action, once each round.
|
Zombie Mimicry (Ex) |
Mohrg's look just like zombies, and it requires at a minimum a DC Perception check to pierce this deception as long as the Mohrg does not do something to give itself away (like speaking). If the Mohrg is seeking to actively hide its presence, they may make a Stealth check to hide their true nature, gaining +4 on the roll as long as their Zombie Escort is still present and within three squares of them. If the Mohrg seeks to actively hide this way it must accept the result of the roll even if it is lower than the base skill check dicciculty defined above.
|
Mohrg
Take a Zombie, and give it intelligence.
- Such is the ghastly fate of the things called Mohrg's. Despite their horrific decayed state, Mohrg's are not zombies at all, mindless things driven by The Hunger. No, if anything Mohrg's are more closely related to Vampires. Some sages speculate that Mohrg's and Vampires arise from different undead traits, but fill the same 'niche' as predators upon civilization. Vampires are the smiling face of The Hunger, while Mohrgs are the bitter, hateful scions of Corruption. Mohrg's certainly hate their existence, but they hate the living much, much more and seek to spread undeath to everything they can catch.
- Mohrg's are not nearly as adept at blending in as more sophisticated undead such as Vampires, but they are far more capable of hiding. Mohrg's are not driven by The Hunger, and so they can be patient, laying low, waiting years between victims, killing one here, another there, supping slowly but deeply of the terror and agony of their victims as they assemble a horde of zombies to do their darkest murder.
- Once they feel they have enough strength, a cemetery of Mohrg's will issue forth in the night, killing entire towns in their beds, nearly invisible in a sea of zombies that they add to, and add to, as they kill and kill....
- Once the living begin to strike back, however, Mohrg's will seek to slip away and go back into their dark lairs, there to patiently, steadily, do their murders, building once again....
Combat Tactics
Due to their zombie escorts, Mohrg fights are big, crowded affairs. As much as possible, Mohrg's faced with a tough fight will seek to blend in as their zombies shamble to the attack. If a powerful AOE peels away their escort, they will charge into melee, seeking to mob a single foe or two with their terrible Entrail Kiss touch attack. Mohrg's seek to kill a foe as early as possible, so they get some healing and a fresh zombie to work with.
- Mohrg's are not excellent tacticians, instead preferring stealth and sneak attacks, and will not hesitate to run from strong foes. After all, there are always more living.... If cornered, a Mohrg will sell its existence dearly.
- In battle, Mohrg's are not great fighters, but they are smart and cagey. If they cannot reach the living, for example, they can and will target each other with their Entrail Kiss or Hurl Offal, so the negative energy heals each other.
Out of Combat
Mohrgs are common allies of other monsters, both living and dead. Indeed, it is not unusual to see orc or goblin tribes having a Mohrg or six to turn their enemies into delightful zombie reinforcements, and Orc Shamans seem to have a certain understanding with Mohrgs. Weaker monsters like Mohrgs for the supply of zombie cannon fodder, and stronger undead like Mohrgs for the cheap fodder and the Mohrg's ability to heal undead.
- Like Wights, mohrgs are often found with other undead, even quite strong ones, meaning there are always low-level zombies shambling around getting underfoot.
- Mohrgs are perfectly willing to shack up with nearly any sort of vile ally, living or dead. Having allies means they have more chances to raise the dead and spread their curse.
- On their own, Morghs tend to lay low for long periods of time, gloating and plotting, admiring their zombie escort like a happy hoarder. Eventually, such quiet nests of Mohrg's grow restless, and venture out for more victims.
Rewards
XP: 6,400
Treasure: Sellable Goods worth 5,125 gp.
- Weight: 90 lbs. Volume: 3.6 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |