Bestiary‎ > ‎(Bestiary) By Type‎ > ‎Undead‎ > ‎Mohrg‎ > ‎

Mohrg, Demonic

This bat-winged monstrosity looms nearly ten feet in height, its skeletal, dripping body a tangle of bones and writhing entrails.

Demonic Mohrg CR 12

XP 19,200
CE Medium undead (extraplanar)
Init +10; Senses darkvision 60 ft.; Perception +22

DEFENSE

AC 26, touch 17, flat-footed 19 (+6 Dex, +1 dodge, +9 natural)
hp 171 (18d8+90)
Fort +10, Ref +14, Will +12
DR 10/magic; Immune undead traits; Resist acid 10, cold 10, electricity 10, fire 10; SR 23

OFFENSE

Speed 30 ft., fly 60 ft. (good)
Melee 2 slams +21 (2d8+8/19–20), bite +21 (1d6+8), tongue +16 (paralysis)
Special Attacks create spawn, paralysis (1d4 minutes, DC 25), possession, smite good 1/day
Spell-Like Abilities (CL 18th; concentration +22)

3/daydarkness, poison (DC 18), unholy aura (DC 22)
1/day
blasphemy (DC 21), contagion (DC 18), desecrate, horrid wilting (DC 22), summon monster IX (fiends only), unhallow, unholy blight (DC 18)

STATISTICS

Str 26, Dex 23, Con —, Int 13, Wis 12, Cha 18
Base Atk +13; CMB +21; CMD 38
Feats Ability Focus (paralysis), Dodge, Improved Critical (slams), Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Toughness, Vital Strike
Skills Acrobatics +24, Bluff +22, Fly +31, Intimidate +25, Perception +22, Sense Motive +22, Stealth +27
Languages Abyssal, Common

SPECIAL ABILITIES

Possession (Su)

A demonic mohrg’s fiendish spirit can attempt to leap into another host when it is destroyed. At this point, the demonic mohrg can attempt to possess any one creature within 30 feet to which it has line of sight as an immediate action. The targeted creature can resist being possessed if it makes a DC 23 Will save. If it fails, the demonic mohrg possesses that target as if via magic jar, but with no duration for the effect and without the need for a receptacle. Typically, the demonic spirit lies low if it successfully possesses a new host, waiting until the right moment to seize control of the host and start a new chain of horrific murders. In this way, a demonic spirit can jump from host to host, for each time its host is executed, it rises anew as a demonic mohrg. The possessing spirit can be driven from a living host with a successful dispel chaos or dispel evil spell, instantly destroying the spirit and ending the cycle, but such tactics have no effect on the creature after it has animated an executed body as a demonic mohrg. The save DC is Charisma-based.