Mohrg: Difference between revisions
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Morhg's look just like zombies, and it requires a DC28 Perception check to pierce this deception as long as the Morgh does not do something to give itself away (like speaking). Even if they do not speak, upon close inspection the murderous hate in their eyes, and the telltale signs of old, repaired battle damage will serve to show a Mohrg for what it is to the discerning eye. | Morhg's look just like zombies, and it requires a DC28 Perception check to pierce this deception as long as the Morgh does not do something to give itself away (like speaking). Even if they do not speak, upon close inspection the murderous hate in their eyes, and the telltale signs of old, repaired battle damage will serve to show a Mohrg for what it is to the discerning eye. | ||
; Immortal | |||
Mohrgs cannot be killed through normal means. However, Mohrgs may lie shattered and dormant after being defeated for months or even years before their bodies recompose and they once again rise to seek and consume the flesh of the living. A [http://www.d20pfsrd.com/magic/all-spells/s/sanctify-corpse sanctify corpse], [http://www.d20pfsrd.com/magic/all-spells/c/consecrate consecrate] or [http://www.d20pfsrd.com/magic/all-spells/g/gentle-repose gentle repose] spell will add a year and a day to the time it takes for a Mohrg to re-compose. A [http://www.d20pfsrd.com/magic/all-spells/r/resurrection resurrection] spell will bring the person associated with the Mohrg's corpse back to life, destroying the necromantic bond on its corpse. | |||
=== TREASURE === | === TREASURE === |
Revision as of 03:42, 9 July 2014
Mohrg(CR 9)
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 the same undead trait, namely that 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 anough 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....
GENERAL
CR 9 Hit Dice 14
XP 6,400
NE, Medium, Undead
Init +6; Senses darkvision 120ft, Perception +18
DEFENSE
AC 28, touch 17, flat-footed 21 (+7 dex, +11 armor)
hp 160
Fort +8, Ref +12, Will +8
Aura: -
SR: -
Special Defenses: Zombie Mimicry, Spawn Zombie
Immunities:
- all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)
- disease, poison, ability damage, ability drain, energy drain
- death effects, necromancy effects, sleep effects
- nonlethal damage
- paralysis, stunning, fatigue, exhaustion
- any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Weaknesses: -
OFFENSE
Speed 30 ft.
Space / Reach: 5 ft. / 5 ft.
Single Melee Entrail Bite +8 touch attack (2d8+1/x2) Negative Energy Damage + Affliction
Full Melee Entrail Bite +8 touch attack (2d8+1/x2) Negative Energy Damage + Affliction, 2x Rotten Claws +15 (1d6/x2) +1d6 Negative Energy Damage
Ranged -
Special Attacks Affliction, Spawn Zombie
Action Points 0
STATISTICS
Str 21, Dex 19, Con -, Int 11, Wis 10, Cha 14
Base Atk +9; CMB +17; CMD 30
Feats -
Skills Climb +22, Stealth +21, Swim +19
Languages Common, one other language it knew before death.
SPECIAL ABILITIES
- Affliction
Any living creature struck by a Mohrg's attacks must make a Fort save against a DC of 19 or suffer an 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 19, 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 nay be cured during combat, but the Mohrg's can immediately go about inflicting these statuses again.
- Spawn Zombie
Any humanoid creature killed by a Mohrg rises immediately as a Zombie. This is a free action for the Mohrg. The new zombie is under the Mohrg's control. In combat, zombies made by a Mohrg spawn as a swift action in the same initiative tick as they are killed, and spend their first standard action as a move action to stand up and await orders from the Mohrg. The process of spawning a zombie this way powers a surge of negative energy through the Morhg's body. It heals 4d6 hitpoints, 1d6 per CR of the zombie just created, and any living creatures adjacent to the Mohrg must make Will saves against a DC of 19 or take that same 4d6 as negative energy damage. If this save is made, the victims instead take half damage. Note that this surge of negative will heal undead adjacent to the Mohrg!
- Zombie Escort
Mohrg's begin combat with two standard CR2 Zombies within three squares of them. These zombies give normal treasure and xp for a CR2 monster.
- Zombie Mimicry
Morhg's look just like zombies, and it requires a DC28 Perception check to pierce this deception as long as the Morgh does not do something to give itself away (like speaking). Even if they do not speak, upon close inspection the murderous hate in their eyes, and the telltale signs of old, repaired battle damage will serve to show a Mohrg for what it is to the discerning eye.
- Immortal
Mohrgs cannot be killed through normal means. However, Mohrgs may lie shattered and dormant after being defeated for months or even years before their bodies recompose and they once again rise to seek and consume the flesh of the living. A sanctify corpse, consecrate or gentle repose spell will add a year and a day to the time it takes for a Mohrg to re-compose. A resurrection spell will bring the person associated with the Mohrg's corpse back to life, destroying the necromantic bond on its corpse.
TREASURE
sell value of approximately 4,000 gp
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 Bite 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 Bite, for example, so the negative energy heals each other.