columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Bestiary 2"
name: "Mohrg"
level: "Creature 8"
alignment: ""
size: "Medium"
trait_01: [[chaotic]]
trait_02: [[evil]]
trait_03: [[undead]]
trait_04: [[unholy]]
modifier: 17
perception:
- name: "Perception"
desc: "+17; Darkvision"
languages: "Common, Necril"
skills:
- name: "Skills"
desc: "Acrobatics: +16, Athletics: +18, Intimidation: +19, Society: +15, Stealth: +18"
abilityMods: [6, 4, 4, 1, 3, 5]
speed: 25 feet
sourcebook: "_Pathfinder Bestiary 2_"
ac: 28
armorclass:
- name: AC
desc: "28; __Fort__ +18, __Ref__ +16, __Will__ +13"
hp: 120
health:
- name: ""
- name: HP
desc: "120, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious; __Resistances__ piercing 10, slashing 5"
abilities_top:
- name: ""
abilities_mid:
- name: ""
- name: "Mohrg Spawn"
desc: " (occult) A living creature slain by a mohrg that had a lower level than the mohrg rises as a mohrg spawn after 1d4 rounds, on its turn. This mohrg spawn is under the command of the mohrg that created it. If the creator of the mohrg spawn is destroyed, the mohrg spawn is destroyed as well, immediately collapsing into a pile of decayed flesh and bones."
- name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
attacks:
- name: ""
- name: "**Melee** `pf2:1` Claw"
desc: "+20 ()\n__Damage__ 2d10 + 9 slashing plus grab"
- name: "**Melee** `pf2:1` Tongue"
desc: "+20 (agile)\n__Damage__ "
- name: "Paralysis"
desc: " (incapacitation,occult) A living creature hit by a mohrg's tongue Strike must succeed at a DC 26 Fortitude check save or become [[Conditions/Paralyzed|Paralyzed]]. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each attempt."
- name: "[[Bestiary Ability Glossary/Grab|Grab]]"
desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
name: Mohrg
creatures:
- 1: MohrgThe weight of murder wears heavy on the soul. With souls marked by a lifetime of dealing death, these killers, whether mass murderers, bloodthirsty soldiers, or sadistic executioners, sometimes do not let judgment and lawful execution stanch their slaying sprees. When such individuals are brought to justice, they may rise after death as mohrgs to continue their ruinous work.
Drawn to others of their kind, mohrgs prefer to hunt in small groups, occasionally in partnership with weaker free-willed undead such as shadows and wights. They seek out weak prey and revel in causing drawn-out suffering. Some mohrgs haunt locations they favored in life, reenacting old crimes on new victims. They may even skulk about in public, wearing rags, cloaks, or freshly harvested skins to hide their nature. The most dangerous mohrgs are those who grow powerful enough to no longer fear being struck down again and openly assault settlements in an attempt to turn living towns into mass graves.
Since those slain by a mohrg rise soon thereafter as mohrg spawn, the murders of a mohrg rarely go unnoticed for long, even when they take extra care to prey only on a society’s dregs. Since mohrg spawn remain under a mohrg’s control, a canny mohrg might order its spawn to remain in hiding to keep its presence secret until a point where it feels confident unleashing its undead army upon a doomed settlement.
Mohrgs retain a twisted sentimentality for the crimes of their mortal life, seeking out trinkets that remind them of favorite murders. When not out hunting, mohrgs arrange their mementos into disturbing shrines. Often, these trinkets are valuable objects, and might even provide important clues to ongoing mysteries.