Mohrg
Mohrg (CR 9)
Pure Evil - Medium - Undead |
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Lore: | Know (Religion) | ||
21 | 31 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
24 | +14 |
Passive | Active |
Ambush: |
8+ |
on a d20 |
- Lore Notes: Identifies as a CR 4 Corrupted Zombie if lore check is failed.
- Ambush Notes: Mohrgs gain an additional -1 to their ambush chances if there are more zombies present in the encounter than there are Mohrgs.
Senses:
- Standard Senses
- Darkvision 120 ft.
Movement Types:
- Walk 30 ft.
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 +19 vs. AC (always hits on a 17+ on the die) (2d10+7/x2)
as negative (energy, uncommon)
plus Affliction
Full Attack (Melee):
Standard Attack (Ranged):
Full Attack (Ranged):
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 19 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 the same DC), 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 Mohrgs can, of course, attempt to inflict these statuses again. |
Hurl Offal (Su) |
Like the corrupted zombies it imitates, a Mohrg can tear out hot, wet clumps of its own flesh to hurl them, dripping and vile, at its 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 attack for threatening, flanks, and attacks of opportunity. Hurl offal is a ranged touch attack at 1d20 + 19 vs. AC (always hits on a 17+ on the die), and deals 2d10+12 as negative (energy, uncommon) damage. Creatures adjacent to the target creature are hit with splash damage, suffering half damage from the attack, as though they had succeeded on a Reflex save. Any creature that has an ability that further reduces damage on a successful Reflex save, such as the Evasion class feature, may apply that ability, since they are treated as having succeeded on the saving throw. |
Spawn Zombie (Su) |
Any humanoid creature killed by a Mohrg rises immediately as a CR 4 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).
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Zombie Escort (Ex) |
Mohrgs begin combat with two standard CR 4 Corrupted Zombies within three squares of them. These zombies give normal treasure and XP for a CR 4 monster if slain. A Mohrg issues commands to its escorts using a swift action via a supernatural expression of its will. Commands are telepathic in nature, and thus, not easily overheard.
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Zombie Mimicry (Ex) |
Mohrgs look just like zombies, and it requires at a minimum a DC 30 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 at least one of their Zombie Escorts 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 difficulty defined above.
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Mohrg
Take a Zombie, and give it intelligence.
- Such is the ghastly fate of the things called Mohrgs. Despite their horrific decayed state, Mohrgs are not zombies at all, mindless things driven by The Hunger. No, if anything Mohrgs are more closely related to Vampires. Some sages speculate that Mohrgs 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. Mohrgs certainly hate their existence, but they hate the living much, much more, and seek to spread undeath to everything they can catch.
- Mohrgs are not nearly as adept at blending in as more sophisticated undead such as Vampires, but they are far more capable of hiding. Mohrgs 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 upon 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 Mohrgs 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, Mohrgs 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.
- Immortality
Many undead creatures, such as this one, cannot be killed by normal means. It will lie shattered and dormant for a few days, possibly a week, before rising again to seek to rid the world of life. The creature will naturally regenerate its injuries during this time, even regrowing lost limbs. The consumption of fresh blood speeds this recovery considerably, assuming the creature has enough motor functions to feed itself (or be fed). Permanently killing the creature is a fairly simple matter, however — just cut off its head. Resurrection spells will also kill it, though they will not restore the original soul back to its corpse. The body is too corrupted to serve as a suitable vessel for a soul, so only spells or abilities that can resurrect a creature whose body has been completely destroyed (e.g. True Resurrection (Cleric Spell)) will restore the original owner back to life (assuming there was ever an 'original owner' to begin with). This creature will never age, nor does it require sleep, food, or even air to breathe (though not doing these things is distinctly uncomfortable).
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 | |
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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 | |
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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 | |
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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) |