|This material is published under the OGL|
|Hit Dice:||14d12 (91 hp)|
|Speed:||30 ft. (6 squares)|
|Armor Class:||23 (+4 Dex, +9 natural), touch 14, flat-footed 14|
|Attack:||Slam +12 melee (1d6+7) or tongue +12 melee touch (paralysis)|
|Full Attack:||Slam +12 melee (1d6+7) and tongue +12 melee touch (paralysis)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Improved grab, paralyzing touch, create spawn|
|Special Qualities:||Darkvision 60 ft., undead traits|
|Saves:||Fort +4, Ref +10, Will +9|
|Abilities:||Str 21, Dex 19, Con —, Int 11, Wis 10, Cha 10|
|Skills:||Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15, Swim +9|
|Feats:||Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility|
|Organization:||Solitary, gang (2–4), or mob (2–4 plus 5–10 zombies)|
|Alignment:||Always chaotic evil|
|Advancement:||15–21 HD (Medium); 22–28 HD (Large)|
Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. Most mohrgs are 5 to 6 feet tall and weigh about 120 pounds.
Improved Grab (Ex): To use this ability, a mohrg must hit a creature of its size or smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Paralyzing Touch (Su): A mohrg lashes out with its tongue in combat. An opponent the tongue touches must succeed on a DC 17 Fortitude save or become paralyzed for 1d4 minutes. The save DC is Charisma-based.