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Mohrg

A thick tangle of discolored entrails clings to this lurching skeleton's torso and winds upward to loll from its jaw like a clawed tongue.

Mohrg CR 8

XP 4,800
CE Medium undead
Init +8; Senses darkvision 60 ft.; Perception +23

DEFENSE

AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
hp 91 (14d8+28)
Fort +6, Ref +10, Will +9
Immune undead traits

OFFENSE

Speed 30 ft.
Melee 2 slams +15 (2d8+5 plus grab), tongue +10 melee touch (paralysis)
Special Attacks create spawn, paralysis (1d4 minutes, DC 21)

STATISTICS

Str 21, Dex 19, Con —, Int 11, Wis 10, Cha 14
Base Atk +10; CMB +15 (+19 grapple); CMD 30
Feats Ability Focus (paralysis), Dodge, Improved Initiative, Lightning Reflexes, Mobility, Skill Focus (Perception), Spring Attack
Skills Climb +22, Perception +23, Stealth +21, Swim +19

SPECIAL ABILITIES

Create Spawn (Su)

Humanoid creatures killed by a mohrg rise immediately as fast zombies under the mohrg's control. The sudden bloom of unlife when a mohrg's victim dies and becomes a zombie causes a surge of negative energy to flow through the mohrg. Whenever a mohrg creates a zombie in this manner, it is healed 1d6 hit points per HD possessed by the slain creature and acts as if hasted for the round immediately following the spawn's creation.

Other Variants

Source: Pathfinder Campaign Setting: Undead Revisited

A mohrg is as much a product of the method of its execution as it is an undead manifestation of one who, in life, was a murderous criminal or warmonger. At times, unusual methods of execution can trigger equally unusual mohrgs. The extreme nature of these executions are such that these variant mohrgs are only rarely created by accident—more often, they are deliberate creations by officials who themselves dabble in necromancy and may in fact be as vile as those they put to death.

Desert Mohrg (+0 CR)

A desert mohrg rises from a violent criminal who has been executed via torturous means in arid, hot environments, typically methods designed to kill through exposure and draw out the criminal’s expiration. Being affixed to a rock, tree, or other object and being buried up to the neck and left to bake in the sun are both methods that can result in the creation of desert mohrgs. A desert mohrg looks leathery and dry, not moist, but has the same statistics as a typical mohrg. Spawn created by a desert mohrg rise as burning skeletons rather than fast zombies.

Fleshwalker Mohrg (+0 CR)

When a criminal is executed through methods that leave no physical mark upon the body (such as by poison or a death effect), and then the corpse is preserved via a gentle repose spell, a fleshwalker mohrg is the result. While these mohrgs function as normal mohrgs, their flesh does not decay—further castings of gentle repose are unnecessary. Only upon close inspection (whereupon one might notice a faint underlying charnel stench, or might note the lack of breathing with a DC 30 Perception check) or in combat (when the creature’s hideous tongue extrudes from its mouth) is the truth apparent.

Frost Mohrg (+1 CR)

Distinctive for the icy sheen over the blue flesh of its innards and tendrils, a frost mohrg’s genesis is similar to that of a desert mohrg—a violent criminal that is executed via lingering exposure to the elements, only in this case, in a cold environment. Frost mohrgs look partially frozen and retain much of their flesh, albeit flesh blackened by frostbite. A frost mohrg has the advanced creature simple template, and its attacks deal an additional 1d6 points of cold damage on a hit.

Mohrg-Mother (+1 CR)

Perhaps among the most perverse category of mohrg arises when the executed murderer is also pregnant with child. The unborn, undead infants of these nightmarish monsters cling to the exposed entrails of the mohrg, but do not grant any additional powers. All mohrg-mothers always have the advanced creature simple template. Once per day, a mohrg-mother can choose to animate a recently slain victim as another mohrg instead of as a fast zombie.