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Dread Mohrg (CR +2)

Table: Tongue and Slam Damage by Size

Size Tongue Base Damage Slam Base Damage
Fine 1d2 1
Diminutive 1d3 1d2
Tiny 1d4 1d3
Small 1d6 1d4
Medium 1d8 1d6
Large 2d6 1d8
Huge 2d8 2d6
Gargantuan 4d6 2d8
Colossal 4d8 4d6

Some say that a dread mohrg is the restless spirit of a sentient creature that perished from starvation and never received a proper burial. Others say that it is all that remains of a mortal punished by the gods for gluttony or for starving other creatures. Most of a dread mohrg’s flesh and organs have long ago sloughed off its bones or been pecked away by scavengers, but its intestines remain—still moist and bloody despite baking sun and drying wind.

The creature’s guts squirm and writhe of their own accord, and even snake up through its mouth. Its intestine-tongue is tipped with a sharp and hollow spike made of bone, which the dread mohrg uses to lash out at living creatures.

Creating a Dread Mohrg

Dread mohrg” is an acquired template that can be added to any evil living creature with a mouth and a digestive tract that includes intestines (referred to hereafter as the base creature). A dread mohrg uses all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: Same as the base creature +2.

Alignment: Always chaotic evil.

Size and Type: The creature’s type changes to undead with the appropriate augmented subtype. Do not recalculate base attack bonuses, saves, or skill points. Size is unchanged.

Hit Dice: Change all racial Hit Dice to d8s.

Speed: If the base creature has a fly speed because it possesses wings, its maneuverability is reduced by one step (minimum clumsy).

Armor Class: The organs (except for intestines), muscle, and skin in a dread mohrg’s body shrink and dry, becoming unnaturally tough. This alteration increases the dread mohrg’s natural armor bonus by 9 over that of the base creature.

Attack: The dread mohrg retains all the base creature’s attacks, and its weapon and armor proficiencies. These attacks retain the same primary or secondary status they had for the base creature. The dread mohrg gains two primary slam attacks if it has no other natural attacks. It also gains a primary tongue attack for each head it possesses.

Damage: The dread mohrg’s tongue and slam attacks deal damage according to its size, as given in Table: Tongue and Slam Damage by Size (at right.)

Space/Reach: A dread mohrg has a reach 5 feet greater than the base creature’s reach with its tongue attack only.

Special Attacks: The dread mohrg retains all the base creature’s special attacks and gains those described here.

Command Mohrgs and Zombies (Su)

A dread mohrg can automatically command all normal mohrgs and zombies within 30 feet as a free action. Normal mohrgs and zombies never attack a dread mohrg unless compelled.

Create Spawn (Su)

Any creature killed by a dread mohrg rises as a zombie in 1d4 days. The new zombie unerringly seeks out its creator, attacking creatures and objects that impede its progress. The dread mohrg can give an order to any zombies under its control as a free action at any distance, so long as the zombies are within line of sight. A protection from evil or gentle repose spell cast on the corpse prevents its conversion.

Paralysis (Ex)

A creature struck by a dread mohrg’s natural attack must succeed on a Fortitude save (DC 10 + 1/2 dread mohrg’s character level + dread mohrg’s Cha modifier) or be paralyzed for 1d4+1 minutes.

Tongue Attack (Ex)

A dread mohrg’s deadly “tongue” is actually an end of its throat or intestines pushed up through its mouth. Its tongue attack counts a piercing weapon. The dread mohrg can paralyze with a successful touch attack and a normal melee attack using its tongue. Making a touch attack to paralyze a target does not provoke an attack of opportunity.

Unnatural Aura (Su)

Any creature of the animal type within 30 feet of a dread mohrg automatically becomes panicked and remains so until the distance between it and the dread mohrg is at least 30 feet.

Special Qualities: The dread mohrg gains channel resistance +4 as well as resistance to cold 15, electricity 15, and fire 15.

Abilities: Str +10, Dex +8. As an undead creature, a dread mohrg has no Constitution score, but used Charisma for it's bonus hit points and fortitude save.

Skills: A dread mohrg has a +8 racial bonus on Climb, Perception, Stealth and Swim checks.

Feats: A dread mohrg gains Improved Grapple and Multiattack as bonus feats if it did not already have them.

Environment: Any.

Organization: Solitary, gang (1 mohrg and 2–12 zombies), or mob (2–4 mohrgs and 4–24 zombies).