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|Hit Dice:||14d12 (91 hp)|
|Initiative:||+5 (+1 Dex, +4 Improved Initiative)|
|AC:||15 (+1 Dex, +4 natural)|
|Attacks:||2 slams +12 melee, tongue touch +7 melee|
|Damage:||Slam 1d6+5, tongue paralysis|
|Face/Reach:||5 ft. by 5 ft./5 ft.|
|Special Attacks:||Improved grab, paralyzing touch, create spawn|
|Saves:||Fort +4, Ref +5, Will +9|
|Abilities:||Str 21, Dex 13, Con —, Int 11, Wis 10, Cha 10|
|Skills:||Climb +11, Hide +15, Listen +12, Move Silently +15, Spot +12, Swim +10|
|Feats:||Alertness, Dodge, Improved Initiative, Mobility|
|Climate/Terrain:||Any land and underground|
|Organization:||Solitary, gang (2-4), or mob (2-4 plus 5-10 zombies)|
|Alignment:||Always chaotic evil|
|Advancement:||15-21 HD (Medium-size); 22-28 HD (Large)|
CombatLike zombies, mohrgs attack by slamming enemies with their powerful fists. They often catch opponents flat-footed, for they move much faster than zombies.
Improved Grab (Ex): To use this ability, the mohrg must hit with its slam attack.
Create Spawn (Su): Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg's control. They do not possess any of the abilities they had in life.
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