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A thick tangle of discolored entrails clings to this lurching skeleton’s torso and winds upward to loll from its jaw like a clawed tongue.

Mohrg CR 8

Source Pathfinder RPG Bestiary pg. 208
XP 4,800
CE Medium undead
Init +8; Senses darkvision 60 ft.; Perception +23


AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
hp 91 (14d8+28)
Fort +6, Ref +10, Will +9
Immune undead traits


Speed 30 ft.
Melee 2 slams +15 (2d8+5 plus grab), tongue +10 melee touch (paralysis)
Special Attacks create spawn, paralysis (1d4 minutes, DC 21)


Str 21, Dex 19, Con —, Int 11, Wis 10, Cha 14
Base Atk +10; CMB +15 (+19 grapple); CMD 30
Feats Ability Focus (paralysis), Dodge, Improved Initiative, Lightning Reflexes, Mobility, Skill Focus (Perception), Spring Attack
Skills Climb +22, Perception +23, Stealth +21, Swim +19


Environment any
Organization solitary, gang (2–4), or mob (2–4 plus 4–12 zombies)
Treasure standard

Special Abilities

Create Spawn (Su) Humanoid creatures killed by a mohrg rise immediately as fast zombies under the mohrg’s control. The sudden bloom of unlife when a mohrg’s victim dies and becomes a zombie causes a surge of negative energy to flow through the mohrg. Whenever a mohrg creates a zombie in this manner, it is healed 1d6 hit points per HD possessed by the slain creature and acts as if hasted for the round immediately following the spawn’s creation.


Those who slay many over the course of their lifetimes, be they serial killers, mass-murderers, warmongering soldiers, or battle-driven berserkers, become marked and tainted by the sheer weight of their murderous deeds. When such killers are brought to justice and publicly executed for their heinous crimes before they have a chance to atone, the remains sometimes return to unlife to continue their dark work as a mohrg.

Undead things caring less for life than they did before their own deaths, mohrgs exist solely to wreak havoc on the living. Sometimes mistaken for skeletons or zombies, they are far more dangerous than those mindless abominations, retaining some semblance of their own memories—and the delight they once took in hearing the screams of the dying.

When possible, mohrgs gather in small groups, seeking out lone targets much as they did in life. If faced with capable foes, a mohrg attempts to incapacitate them one by one, starting with divinely empowered characters first, both to protect itself from holy wrath, and to make the task of paralyzing and devouring the others that much easier.

Some mohrgs retain enough of their former memories that they return to the favored locations of their pasts, “haunting” old hideouts and sometimes even resuming the depredations of murderers long dead, falling back on means of death and mayhem that were more comfortable in their breathing days. Such mohrgs are even more insane than most undead beings, and can sometimes be found wandering the streets of a city or town in cowls and cloaks, carrying on their old life’s work of slaughter and murder as best they can.

Of course, since those slain by a mohrg rise soon thereafter as undead themselves, the murders of a mohrg do not go unnoticed for long, even when they take extra care to prey only upon society’s dregs. A sudden uprising of undead in the streets is the inevitable result of a mohrg’s attentions. Since these zombies remain under the mohrg’s control, and since the mohrg itself possesses a hateful and cruel intelligence, it often holds its undead army in reserve, even commanding it to lie motionless until several weeks or months have passed and the local graveyard is filled with the sleeping dead. Then, when the time is right, the mohrg calls upon its army to rise and aid it in finishing the slaughter.


Source Undead Revisited pg. 31
A mohrg is as much a product of the method of its execution as it is an undead manifestation of one who, in life, was a murderous criminal or warmonger. At times, unusual methods of execution can trigger equally unusual mohrgs. The extreme nature of these executions are such that these variant mohrgs are only rarely created by accident— more often, they are deliberate creations by officials who themselves dabble in necromancy and may in fact be as vile as those they put to death.

Desert Mohrg (+0 CR): A desert mohrg rises from a violent criminal who has been executed via torturous means in arid, hot environments, typically methods designed to kill through exposure and draw out the criminal's expiration. Being affixed to a rock, tree, or other object and being buried up to the neck and left to bake in the sun are both methods that can result in the creation of desert mohrgs. A desert mohrg looks leathery and dry, not moist, but has the same statistics as a typical mohrg. Spawn created by a desert mohrg rise as burning skeletons rather than fast zombies.

Fleshwalker Mohrg (+0 CR): When a criminal is executed through methods that leave no physical mark upon the body (such as by poison or a death effect), and then the corpse is preserved via a gentle repose spell, a fleshwalker mohrg is the result. While these mohrgs function as normal mohrgs, their flesh does not decay— further castings of gentle repose are unnecessary. Only upon close inspection (whereupon one might notice a faint underlying charnel stench, or might note the lack of breathing with a DC 30 Perception check) or in combat (when the creature's hideous tongue extrudes from its mouth) is the truth apparent.

Frost Mohrg (+1 CR): Distinctive for the icy sheen over the blue flesh of its innards and tendrils, a frost mohrg's genesis is similar to that of a desert mohrg—a violent criminal that is executed via lingering exposure to the elements, only in this case, in a cold environment. Frost mohrgs look partially frozen and retain much of their flesh, albeit flesh blackened by frostbite. A frost mohrg has the advanced creature simple template, and its attacks deal an additional 1d6 points of cold damage on a hit. Mohrg-mother (+1 CR): Perhaps among the most perverse category of mohrg arises when the executed murderer is also pregnant with child. The unborn, undead infants of these nightmarish monsters cling to the exposed entrails of the mohrg, but do not grant any additional powers. All mohrg-mothers always have the advanced creature simple template. Once per day, a mohrg-mother can choose to animate a recently slain victim as another mohrg instead of as a fast zombie.