Mohrg: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
<!-- Version 2.10 -->
[[Category:CR 9]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 9
  <!-- Value: integer between 1 and 40. -->
  }}</onlyinclude>


[[Image:Mohrg_1.png|384px|right|xx]]
| MonsterName = Hohrg
== 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 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.
| Image = Mohrg_1.png
  <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->


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.
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |
  <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
  }}</onlyinclude>


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....
| Description = Take a Zombie, and give it intelligence.


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....
: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.


=== GENERAL ===
: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....
'''CR''' 9  '''Hit Dice''' 14


'''XP''' 6,400
: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....


NE, Medium, Undead


'''Init''' +6; '''Senses''' darkvision 120ft, Perception +18


| Alignment = Neutral Evil
  <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->


=== DEFENSE ===
| Size = Medium
'''AC''' 27, '''touch''' 19, '''flat-footed''' 22 (+5 armor, +5 dex, +5 natural, +2 deflection)
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->


'''hp''' 144
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Undead
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  }}</onlyinclude>


'''Fort''' +8, '''Ref''' +12, '''Will''' +8
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |
  <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
  <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Add any secondary subtypes into the notes field below. -->
  <!-- Otherwise leave blank.  -->
  }}</onlyinclude>


'''Aura:''' -
| Subtype-Notes =
  <!-- Add additional subtypes here; these notes do affect the template; they are purely descriptive -->


'''SR:''' -


'''Special Defenses:''' Zombie Mimicry, Spawn Zombie
| NudgeBasicLoreValue = +3
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Immunities:'''
| NudgeFullLoreValue = -2
:* all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
:* disease, poison, ability damage, ability drain, energy drain
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
:* 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:''' -
| Lore-Notes = Identifies as a CR 5 Ghoul if lore check is failed.
  <!-- Notes related to the monster's lore check can be put here -->
  <!-- Example: "identifies as a CR 5 Ghoul if lore check is failed." (no quotes) -->




=== OFFENSE ===
| NudgeInit =  
'''Speed''' 30 ft.
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Space / Reach:'''  5 ft. / 5 ft.
| Nudge-Ambush-Chance =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  <!-- Default value is 10+ on a d20 -->


'''Single Melee''' Entrail Kiss +8 touch attack (2d8+8/x2) Negative Energy Damage + Affliction
| Ambush-Chance-Notes =
  <!-- Put any comments about ambush preferences here, or leave blank -->


'''Full Melee'''
:* Entrail Kiss +11 touch attack (2d8+8/x2) Negative Energy Damage + Affliction
:* 2x Rotten Claws +16 (1d6+1/x2) +1d6 Negative Energy Damage


'''Ranged''' Hurl Offal +16 (1d8+4/x2 negative energy) plus splash damage, range increment 20 ft.
| Senses = [[Standard Senses]], [[Darkvision]] 120 ft.
  <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
  <!--  [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
  <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->


'''Special Attacks''' Affliction, Spawn Zombie, Hurl Offal
| NudgePerception =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Action Points''' 0
| NudgeAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeTouchAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


=== STATISTICS ===
| NudgeFFAC =  
'''Str''' 21, '''Dex''' 19, '''Con''' -, '''Int''' 11, '''Wis''' 10, '''Cha''' 14
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Base Atk''' +9; '''CMB''' +15; '''Maneuver Defense:''' 25
| NudgeHitPoints =
  <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->


'''Feats''' -


'''Skills''' Movement +22, Stealth +21, Swim +19
<!--  SAVING THROWS  -->


'''Languages''' Common, one other language it knew before death.
| Fort =
| Refl = S
| Will =
  <!-- Values: S (for Strong save), leave blank for Weak save
        * Most monsters have 1 strong save and 2 weak saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                              -->


| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->


=== SPECIAL ABILITIES ===
| SpecialDefenses =  
; Affliction (Su)
  <!-- Put any DR or ER values here -->
Any living creature struck by a Mohrg's Entrail Kiss attack 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 may be cured during combat, but the Mohrg's can immediately go about inflicting these statuses again.


| StrongAgainst =
  <!-- Put any 'immunity' or 'hardened' values here;
        immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
          '''''Hardened (? damage):'''''
          '''''Immune (no effect):'''''                                                                  -->


; Hurl Offal (Su)
| Hide-Role-Strong-Against-1 =
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. Hurl Offal has a range increment of 20 feet. 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 +16 against the target's AC, and deals 1d8+4 negative energy damage.  Creatures adjacent to the creature struck are subject to splash damage, dealing 5 points of negative energy damage, but a reflex save, DC 19, reduces this damage by half (the main target gets no such save, however).
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))   -->


| Hide-Type-Strong-Against-1 =
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any))    -->


; Spawn Zombie (Su)
| Hide-Subtype-Strong-Against-1 =
Any humanoid creature killed by a Mohrg rises immediately as a [[Zombie,_Corrupted | Corrupted 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 energy will also heal undead adjacent to the Mohrg!
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->


| WeakAgainst =
  <!-- Put any 'vulnerable' or 'defenseless' values here;
        vulnerabilities based on type (e.g. Vermin) are automatically added
          '''''Vulnerable (1.5x damage):'''''
          '''''Defenseless (2x damage):'''''                                                              -->


; Zombie Escort (Ex)
| Hide-Type-Weak-Against-1 =
Mohrg's begin combat with two standard CR4 [[Zombie,_Corrupted | Corrupted Zombie]]s within three squares of them.  These zombies give normal treasure and xp for a CR4 monster.  The Mohrg may issue commands to the zombies as a swift action, once each round.  If not directed, they behave as zombies behave, attacking and devouring the living.
| Hide-Subtype-Weak-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| MoveTypes = [[Walk]] 30 ft.
  <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--  [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--  [[Lesser Teleport]], [[Greater Teleport]]            -->


; Zombie Mimicry (Ex)
| NudgeSpace =
Mohrg's look just like zombies, and it requires at a minimum a DC28 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. Even if they do not speak, close inspection will reveal 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.  Once a Mohrg enters combat its true nature is made evident the first time it spits it's entrails against a foe...but by then it's usually too late....
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                  -->
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.      -->
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                        -->
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->


=== TREASURE ===
sell value of approximately 4,000 gp




=== COMBAT TACTICS ===
<!-- GENERAL ATTACK INFORMATION -->
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.
| MeleeOrNatural = Natural
  <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->


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, so the negative energy heals each other.
| MultipliedDamageType =
  <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->




=== OUT OF COMBAT ===
 
; Immortal (Su)
<!--  PRIMARY ATTACK INFORMATION  -->
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 livingA [[Sanctify Corpse (Spell)|Sanctify Corpse]], [[Consecrate (Spell)|Consecrate]] or [[Gentle Repose (Spell)|Gentle Repose]] spell will add a year and a day to the time it takes for a Mohrg to re-composeA [[Resurrection (Spell)|Resurrection]] spell will bring the person associated with the Mohrg's corpse back to life, destroying the necromantic bond on its corpse.
 
| PriAtkName = Entrail Kiss
  <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
 
| PriAtkNotes = negative energy damage plus Affliction
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| PriAtkNotes-FullAtkOnly =
  <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->
 
| Override-Pri-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Pri-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| PriAtkVSTouchAC = Y
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| PriAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgePriToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgePriDamage = lo
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-PriDamage =  
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Pri-Atk-Crit-Range =  
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName = Rotten Claws
  <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
 
| SecAtkNotes = plus 1d6 negative energy damage on successful hit
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
 
| Override-Sec-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Sec-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SecAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| SecAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeSecToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSecDamage = lo
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-SecDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Sec-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
 
| TerAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| TerAtkNotes-FullAtkOnly =
  <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->
 
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| TerAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| TerAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeTerToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeTerDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-TerDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Ter-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =  
  <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
 
| QuaAtkNotes =  
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| QuaAtkNotes-FullAtkOnly =  
  <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->
 
| Override-Qua-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)     -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| QuaAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| QuaAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeQuaToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeQuaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-QuaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Qua-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName = Hurl Offal
  <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
 
| HasRangedFullAttack = Y
  <!-- Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIncrementDistance = 20
  <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
 
| RangedAtkNumberOfIncrements = 3
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| RangedAtkNotes = negative energy damage, plus [[Splash]]
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| RangedAtkNotes-FullAtkOnly =
  <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
 
| Override-Ranged-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Full-Atk-Qty = 2
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| RangedAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeRangedToHit =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeRangedDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-RangedDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Ranged-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| Nudge-Maneuver-Offense = -1
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Offense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
 
| Nudge-Maneuver-Defense = -1
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable =
  <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
 
| SiegeAtkName =
  <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
 
| SiegeAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
 
| Override-Siege-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SiegeAtkIncrement =
  <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
 
| SiegeAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| Nudge-Siege-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSiegeDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  ABILITY SCORES  -->
| Str = 21
| Dex = 19
| Con = -
| Int = 11
| Wis = 10
| Cha = 14
 
 
<!--  FEATS  -->
 
| Feat1 =
| Feat2 =
| Feat3 =
| Feat4 =
  <!-- Just the feat name; will be autolinked, and ShortDesc added -->
 
 
<!--  SKILLS  -->
 
| Skill1 = Movement
| Skill2 = Stealth
| Skill3 = Knowledge (Local)
| Skill4 = Knowledge (Nobility)
| Skill5 =
 
| NudgeSkill1 = +3
| NudgeSkill2 = +3
| NudgeSkill3 =
| NudgeSkill4 =
| NudgeSkill5 =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
| Skill5Notes =
  <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
 
 
<!--  LANGUAGES  -->
 
| Languages = Common, Necril, One other language it knew before death
  <!-- Comma-separated list -->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Affliction
 
| Ability-1-Type = Su
  <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
 
| Ability-1-Concentration =
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
 
| Ability-1-Description = Any living creature struck by a Mohrg's Entrail Kiss attack must make a Fort save against a DC of {{#var:Special1SaveDC}} 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 {{#var:Special1SaveDC}}, 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.
 
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
  <!-- Available Variables:
        {{#var:Special1ToHit}}          To-Hit
        {{#var:Special1TouchAttack}}    Touch To-Hit
        {{#var:Special1SaveDC}}          Save DC
        {{#var:Special1StandardDmg}}    Std Damage
        {{#var:Special1SwiftDmg}}        Swift Damage
        {{#var:Special1AlphaDmg}}        Alpha Damage
        {{#var:Special1-Ability-Dmg}}    Stat Damage
        {{#var:Special1-Hit-Points}}    Hit Points
        {{#var:Special1-Hit-Dice}}      Hit Dice
        {{#var:Special1-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special1-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special1-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility1ToHit =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1TouchAttack =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1SaveDC =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility1StandardDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1SwiftDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1AlphaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility1-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility1-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility1-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility1-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Hurl Offal
 
| Ability-2-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = 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 +{{#var:Special2TouchAttack}} against the target's AC, and deals {{#var:RangedDamage-StdAtk}} 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 {{#var:Special2SaveDC}}, reduces this damage by half (the main target gets no such save, however).
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}          To-Hit
        {{#var:Special2TouchAttack}}    Touch To-Hit
        {{#var:Special2SaveDC}}          Save DC
        {{#var:Special2StandardDmg}}    Std Damage
        {{#var:Special2SwiftDmg}}        Swift Damage
        {{#var:Special2AlphaDmg}}        Alpha Damage
        {{#var:Special2-Ability-Dmg}}    Stat Damage
        {{#var:Special2-Hit-Points}}    Hit Points
        {{#var:Special2-Hit-Dice}}      Hit Dice
        {{#var:Special2-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special2-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special2-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR{{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility2ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility2-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility2-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility2-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility2-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Spawn Zombie
 
| Ability-3-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description = Any humanoid creature killed by a Mohrg rises immediately as a [[Zombie,_Corrupted | 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). 
 
:In combat, zombies made by a Mohrg spawn [[Prone]] 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 {{#expr:{{#var:Special3-CR}}*1.6}} hitpoints and any living creatures adjacent to the Mohrg must make Will saves against a DC of {{#var:Special3SaveDC}} or take that same {{#var:Special3-CR}}*1.6}} hitpoints as negative energy damage.  If this save is made, the victims instead take half damage. Note that this surge of negative energy will also heal undead adjacent to the Mohrg!
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}          To-Hit
        {{#var:Special3TouchAttack}}    Touch To-Hit
        {{#var:Special3SaveDC}}          Save DC
        {{#var:Special3StandardDmg}}    Std Damage
        {{#var:Special3SwiftDmg}}        Swift Damage
        {{#var:Special3AlphaDmg}}        Alpha Damage
        {{#var:Special3-Ability-Dmg}}    Stat Damage
        {{#var:Special3-Hit-Points}}    Hit Points
        {{#var:Special3-Hit-Dice}}      Hit Dice
        {{#var:Special3-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special3-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special3-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility3ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility3-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility3-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility3-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility3-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name = Zombie Escort
 
| Ability-4-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description = Mohrg's begin combat with two standard CR4 [[Zombie,_Corrupted | Corrupted Zombie]]s 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. 
 
:If a Mohrg ends any enconter with Spawned Zombies, they are added to its Zombie Escort number of zombies, to a maximum of {{#var:Special4-Hit-Dice}}. Note that directing Spawned Zombies is a free action, while diecting the Zombie Escort is a swift action (this can be made out of combat).
 
:If not directed, they behave as zombies behave, attacking and devouring the living.  As a free action, a Mohrg may release zombies from its Zombie Escort to shamble as they wish, so they might then add more zombies to their horde.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}          To-Hit
        {{#var:Special4TouchAttack}}    Touch To-Hit
        {{#var:Special4SaveDC}}          Save DC
        {{#var:Special4StandardDmg}}    Std Damage
        {{#var:Special4SwiftDmg}}        Swift Damage
        {{#var:Special4AlphaDmg}}        Alpha Damage
        {{#var:Special4-Ability-Dmg}}    Stat Damage
        {{#var:Special4-Hit-Points}}    Hit Points
        {{#var:Special4-Hit-Dice}}      Hit Dice
        {{#var:Special4-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special4-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special4-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility4ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility4-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility4-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility4-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility4-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name = Zombie Mimicry
 
| Ability-5-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description = Mohrg's look just like zombies, and it requires at a minimum a DC{{#var:Hard-Skill-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.
 
:Even if they do not speak, close inspection will reveal 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.  Once a Mohrg enters combat its true nature is made evident the first time it spits its entrails against a foe...but by then its usually too late....
 
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}          To-Hit
        {{#var:Special5TouchAttack}}    Touch To-Hit
        {{#var:Special5SaveDC}}          Save DC
        {{#var:Special5StandardDmg}}    Std Damage
        {{#var:Special5SwiftDmg}}        Swift Damage
        {{#var:Special5AlphaDmg}}        Alpha Damage
        {{#var:Special5-Ability-Dmg}}    Stat Damage
        {{#var:Special5-Hit-Points}}    Hit Points
        {{#var:Special5-Hit-Dice}}      Hit Dice
        {{#var:Special5-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special5-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special5-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility5ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility5-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility5-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility5-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility5-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}          To-Hit
        {{#var:Special6TouchAttack}}    Touch To-Hit
        {{#var:Special6SaveDC}}          Save DC
        {{#var:Special6StandardDmg}}    Std Damage
        {{#var:Special6SwiftDmg}}        Swift Damage
        {{#var:Special6AlphaDmg}}        Alpha Damage
        {{#var:Special6-Ability-Dmg}}    Stat Damage
        {{#var:Special6-Hit-Points}}    Hit Points
        {{#var:Special6-Hit-Dice}}      Hit Dice
        {{#var:Special6-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special6-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special6-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility6ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility6-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility6-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility6-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility6-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}          To-Hit
        {{#var:Special7TouchAttack}}    Touch To-Hit
        {{#var:Special7SaveDC}}          Save DC
        {{#var:Special7StandardDmg}}    Std Damage
        {{#var:Special7SwiftDmg}}        Swift Damage
        {{#var:Special7AlphaDmg}}        Alpha Damage
        {{#var:Special7-Ability-Dmg}}    Stat Damage
        {{#var:Special7-Hit-Points}}    Hit Points
        {{#var:Special7-Hit-Dice}}      Hit Dice
        {{#var:Special7-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special7-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special7-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility7ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility7-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility7-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility7-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility7-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}          To-Hit
        {{#var:Special8TouchAttack}}    Touch To-Hit
        {{#var:Special8SaveDC}}          Save DC
        {{#var:Special8StandardDmg}}    Std Damage
        {{#var:Special8SwiftDmg}}        Swift Damage
        {{#var:Special8AlphaDmg}}        Alpha Damage
        {{#var:Special8-Ability-Dmg}}    Stat Damage
        {{#var:Special8-Hit-Points}}    Hit Points
        {{#var:Special8-Hit-Dice}}      Hit Dice
        {{#var:Special8-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special8-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special8-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility8ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility8-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility8-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility8-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility8-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special91ToHit}}          To-Hit
        {{#var:Special9TouchAttack}}    Touch To-Hit
        {{#var:Special9SaveDC}}          Save DC
        {{#var:Special9StandardDmg}}    Std Damage
        {{#var:Special9SwiftDmg}}        Swift Damage
        {{#var:Special9AlphaDmg}}        Alpha Damage
        {{#var:Special9-Ability-Dmg}}    Stat Damage
        {{#var:Special9-Hit-Points}}    Hit Points
        {{#var:Special9-Hit-Dice}}      Hit Dice
        {{#var:Special9-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special9-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special9-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR{{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility9ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility9-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility9-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility9-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility9-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = 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  -->
 
| OutOfCombat = 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.
 
 
<!--  TREASURE AND XP  -->
 
| TreasureNotes =
 
| XPNotes =
 
 
}}

Revision as of 15:23, 27 October 2017

Hohrg (CR 9)

Neutral Evil - Medium - Undead
Lore: Know (Religion)
21 31
Basic DC Full DC
Initiative
Initiative Icon 2.png
14
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
Shield Icon 3.png
27
Man Def
Shield Icon 3.png
25
Monster Health
178 89 14
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +6
Refl: +11
Will: +6

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+15
Sword Icon 3.png
Man Off
+13
Sword Icon 3.png
Action
0
Points

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:

Languages: Common, Necril, One other language it knew before death

Feats:

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).

In combat, zombies made by a Mohrg spawn Prone 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 Expression error: Unexpected * operator. hitpoints and any living creatures adjacent to the Mohrg must make Will saves against a DC of or take that same *1.6
Hohrg

Hohrg

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

-

Out of Combat

-

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)



hitpoints as negative energy damage. If this save is made, the victims instead take half damage. Note that this surge of negative energy will also heal undead adjacent to the Mohrg! NudgeAbility3ToHit = NudgeAbility3TouchAttack = NudgeAbility3SaveDC = NudgeAbility3StandardDamage = NudgeAbility3SwiftDamage = NudgeAbility3AlphaDamage = NudgeAbility3-AbilityDamage = NudgeAbility3-HitPoints = NudgeAbility3-HitDice = NudgeAbility3-CR = NudgeAbility3-ManeuverOffense = NudgeAbility3-ManeuverDefense =



Ability-4-Name = Zombie Escort Ability-4-Type = Ex Ability-4-Concentration = Ability-4-Description = 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.

If a Mohrg ends any enconter with Spawned Zombies, they are added to its Zombie Escort number of zombies, to a maximum of . Note that directing Spawned Zombies is a free action, while diecting the Zombie Escort is a swift action (this can be made out of combat).
If not directed, they behave as zombies behave, attacking and devouring the living. As a free action, a Mohrg may release zombies from its Zombie Escort to shamble as they wish, so they might then add more zombies to their horde.

NudgeAbility4ToHit = NudgeAbility4TouchAttack = NudgeAbility4SaveDC = NudgeAbility4StandardDamage = NudgeAbility4SwiftDamage = NudgeAbility4AlphaDamage = NudgeAbility4-AbilityDamage = NudgeAbility4-HitPoints = NudgeAbility4-HitDice = NudgeAbility4-CR = NudgeAbility4-ManeuverOffense = NudgeAbility4-ManeuverDefense =



Ability-5-Name = Zombie Mimicry Ability-5-Type = Ex Ability-5-Concentration = Ability-5-Description = 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.

Even if they do not speak, close inspection will reveal 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. Once a Mohrg enters combat its true nature is made evident the first time it spits its entrails against a foe...but by then its usually too late....


NudgeAbility5ToHit = NudgeAbility5TouchAttack = NudgeAbility5SaveDC = NudgeAbility5StandardDamage = NudgeAbility5SwiftDamage = NudgeAbility5AlphaDamage = NudgeAbility5-AbilityDamage = NudgeAbility5-HitPoints = NudgeAbility5-HitDice = NudgeAbility5-CR = NudgeAbility5-ManeuverOffense = NudgeAbility5-ManeuverDefense =



Ability-6-Name = Ability-6-Type = Ability-6-Concentration = Ability-6-Description = NudgeAbility6ToHit = NudgeAbility6TouchAttack = NudgeAbility6SaveDC = NudgeAbility6StandardDamage = NudgeAbility6SwiftDamage = NudgeAbility6AlphaDamage = NudgeAbility6-AbilityDamage = NudgeAbility6-HitPoints = NudgeAbility6-HitDice = NudgeAbility6-CR = NudgeAbility6-ManeuverOffense = NudgeAbility6-ManeuverDefense =



Ability-7-Name = Ability-7-Type = Ability-7-Concentration = Ability-7-Description = NudgeAbility7ToHit = NudgeAbility7TouchAttack = NudgeAbility7SaveDC = NudgeAbility7StandardDamage = NudgeAbility7SwiftDamage = NudgeAbility7AlphaDamage = NudgeAbility7-AbilityDamage = NudgeAbility7-HitPoints = NudgeAbility7-HitDice = NudgeAbility7-CR = NudgeAbility7-ManeuverOffense = NudgeAbility7-ManeuverDefense =



Ability-8-Name = Ability-8-Type = Ability-8-Concentration = Ability-8-Description = NudgeAbility8ToHit = NudgeAbility8TouchAttack = NudgeAbility8SaveDC = NudgeAbility8StandardDamage = NudgeAbility8SwiftDamage = NudgeAbility8AlphaDamage = NudgeAbility8-AbilityDamage = NudgeAbility8-HitPoints = NudgeAbility8-HitDice = NudgeAbility8-CR = NudgeAbility8-ManeuverOffense = NudgeAbility8-ManeuverDefense =



Ability-9-Name = Ability-9-Type = Ability-9-Concentration = Ability-9-Description = NudgeAbility9ToHit = NudgeAbility9TouchAttack = NudgeAbility9SaveDC = NudgeAbility9StandardDamage = NudgeAbility9SwiftDamage = NudgeAbility9AlphaDamage = NudgeAbility9-AbilityDamage = NudgeAbility9-HitPoints = NudgeAbility9-HitDice = NudgeAbility9-CR = NudgeAbility9-ManeuverOffense = NudgeAbility9-ManeuverDefense =



CombatTactics = 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.




OutOfCombat = 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.


TreasureNotes = XPNotes =


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