Mohrg

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Mohrg (CR 9)

Take a Zombie, and give it intelligence.

Such is the ghastly fate of the things called Mohrg's. Despite their horrific decayed state, Mohrg's are not zombies at all, mindless things driven by The Hunger. No, if anything Mohrg's are more closely related to Vampires. Some sages speculate that Mohrg's and Vampires arise from different undead traits, but fill the same 'niche' as predators upon civilization. Vampires are the smiling face of The Hunger, while Mohrgs are the bitter, hateful scions of Corruption. Mohrg's certainly hate their existence, but they hate the living much, much more and seek to spread undeath to everything they can catch.

Mohrg's are not nearly as adept at blending in as more sophisticated undead such as Vampires, but they are far more capable of hiding. Mohrg's are not driven by The Hunger, and so they can be patient, laying low, waiting years between victims, killing one here, another there, supping slowly but deeply of the terror and agony of their victims as they assemble a horde of zombies to do their darkest murder.

Once they feel they have enough strength, a cemetery of Mohrg's will issue forth in the night, killing entire towns in their beds, nearly invisible in a sea of zombies that they add to, and add to, as they kill and kill....

Once the living begin to strike back, however, Mohrg's will seek to slip away and go back into their dark lairs, there to patiently, steadily, do their murders, building once again....


GENERAL

CR 9 Hit Dice 14

XP 6,400

NE, Medium, Undead

Init +6; Senses darkvision 120ft, Perception +18


DEFENSE

AC 27, touch 19, flat-footed 22 (+5 armor, +5 dex, +5 natural, +2 deflection)

hp 144

Fort +8, Ref +12, Will +8

Aura: -

SR: -

Special Defenses: Zombie Mimicry, Spawn Zombie

Immunities:

  • all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)
  • disease, poison, ability damage, ability drain, energy drain
  • death effects, necromancy effects, sleep effects
  • nonlethal damage
  • paralysis, stunning, fatigue, exhaustion
  • any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)

Weaknesses: -


OFFENSE

Speed 30 ft.

Space / Reach: 5 ft. / 5 ft.

Single Melee Entrail Kiss +8 touch attack (2d8+8/x2) Negative Energy Damage + Affliction

Full Melee

  • Entrail Kiss +11 touch attack (2d8+8/x2) Negative Energy Damage + Affliction
  • 2x Rotten Claws +16 (1d6+1/x2) +1d6 Negative Energy Damage

Ranged Hurl Offal +16 (1d8+4/x2 negative energy) plus splash damage, range increment 20 ft.

Special Attacks Affliction, Spawn Zombie, Hurl Offal

Action Points 0


STATISTICS

Str 21, Dex 19, Con -, Int 11, Wis 10, Cha 14

Base Atk +9; CMB +15; Maneuver Defense: 25

Feats -

Skills Movement +22, Stealth +21, Swim +19

Languages Common, one other language it knew before death.


SPECIAL ABILITIES

Affliction (Su)

Any living creature struck by a Mohrg's Entrail Kiss attack must make a Fort save against a DC of 19 or suffer an Affliction. The first time this saving throw is failed, the victim gains the Sickened status condition until the end of the combat. If, while Sickened, they are struck again and fail another Fort save against a DC of 19, the Sickened condition worsens to Afflicted. This Afflicted condition will also last until the end of the combat but cannot be made worse. Of course, either Sickened or Afflicted may be cured during combat, but the Mohrg's can immediately go about inflicting these statuses again.


Hurl Offal (Su)

Like the corrupted zombies it imitates, a Mohrg can tear out hot, wet clumps of his own flesh to hurl them, dripping and vile, at his foes. Using Hurl Offal never provokes attacks of opportunity, even if the Mohrg is in melee. Hurl Offal has a range increment of 20 feet. Note that the Mohrg may not use Hurl Offal as an opportunity attack; instead it uses its Entrail Kiss (bite) attack for threatening, flanks, and attacks of opportunity. Hurl offal uses a standard ranged attack at +16 against the target's AC, and deals 1d8+4 negative energy damage. Creatures adjacent to the creature struck are subject to splash damage, dealing 5 points of negative energy damage, but a reflex save, DC 19, reduces this damage by half (the main target gets no such save, however).


Spawn Zombie (Su)

Any humanoid creature killed by a Mohrg rises immediately as a Corrupted Zombie. This is a free action for the Mohrg. The new zombie is under the Mohrg's control. In combat, zombies made by a Mohrg spawn as a swift action in the same initiative tick as they are killed, and spend their first standard action as a move action to stand up and await orders from the Mohrg. The process of spawning a zombie this way powers a surge of negative energy through the Morhg's body. It heals 4d6 hitpoints, 1d6 per CR of the zombie just created, and any living creatures adjacent to the Mohrg must make Will saves against a DC of 19 or take that same 4d6 as negative energy damage. If this save is made, the victims instead take half damage. Note that this surge of negative energy will also heal undead adjacent to the Mohrg!


Zombie Escort (Ex)

Mohrg's begin combat with two standard CR4 Corrupted Zombies within three squares of them. These zombies give normal treasure and xp for a CR4 monster. The Mohrg may issue commands to the zombies as a swift action, once each round. If not directed, they behave as zombies behave, attacking and devouring the living.


Zombie Mimicry (Ex)

Mohrg's look just like zombies, and it requires at a minimum a DC28 Perception check to pierce this deception as long as the Mohrg does not do something to give itself away (like speaking). If the Mohrg is seeking to actively hide its presence, they may make a Stealth check to hide their true nature, gaining +4 on the roll as long as their Zombie Escort is still present and within three squares of them. Even if they do not speak, close inspection will reveal the murderous hate in their eyes, and the telltale signs of old, repaired battle damage will serve to show a Mohrg for what it is to the discerning eye. Once a Mohrg enters combat its true nature is made evident the first time it spits it's entrails against a foe...but by then it's usually too late....


TREASURE

sell value of approximately 4,000 gp


COMBAT TACTICS

Due to their zombie escorts, Mohrg fights are big, crowded affairs. As much as possible, Mohrg's faced with a tough fight will seek to blend in as their zombies shamble to the attack. If a powerful AOE peels away their escort, they will charge into melee, seeking to mob a single foe or two with their terrible Entrail Kiss touch attack. Mohrg's seek to kill a foe as early as possible, so they get some healing and a fresh zombie to work with.

Mohrg's are not excellent tacticians, instead preferring stealth and sneak attacks, and will not hesitate to run from strong foes. After all, there are always more living.... If cornered, a Mohrg will sell its existence dearly.

In battle, Mohrg's are not great fighters, but they are smart and cagey. If they cannot reach the living, for example, they can and will target each other with their Entrail Kiss, so the negative energy heals each other.


OUT OF COMBAT

Immortal (Su)

Mohrgs cannot be killed through normal means. However, Mohrgs may lie shattered and dormant after being defeated for months or even years before their bodies recompose and they once again rise to seek and consume the flesh of the living. A Sanctify Corpse, Consecrate or Gentle Repose spell will add a year and a day to the time it takes for a Mohrg to re-compose. A Resurrection spell will bring the person associated with the Mohrg's corpse back to life, destroying the necromantic bond on its corpse.