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Mohrg

Medium undead, chaotic evil

Armor Class 12
Hit Points 112 (15d8 + 45)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 17 (+3) 11 (+0) 10 (+0) 8 (–1)

Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses darkvision 60ft., passive Perception 10
Languages
Challenge 8 (3,900 XP)

Special Traits

  • Create Spawn. Any humanoid creature slain by the mohrg rises as a zombie at the beginning of the mohrg’s next turn. If this occurs, the mohrg regains 10 hit points, and the morhg can immediately make one slam attack as a reaction.

Actions

  • Multiattack. The mohrg makes two slam attacks, and one attack with its tongue.
  • Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled and restrained (escape DC15), and the morhg can’t grapple another creature or use its slam attack.
  • Tongue. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: The target must make a DC 16 Constitution saving throw. On a failed save, the target takes 21 (6d6) necrotic damage, and is paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

About

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.

Unrepentant killers in life, mohrgs retain an intense hatred for all living creatures, in particular sentient beings that can experience a fear of impending death. Some mohrgs were bloodthirsty warriors who slew as many as they could on the battlefield, others cold and calculating murders who selected their victims with delicate care, but nearly all mohrgs lived and died as mortal humanoids who delighted in the deaths of their fellow beings. A few mohrgs, however, are created from the remains of innocents by spellcasters (using the create undead spell), who are driven mad by being deprived of a peaceful death and then watching the transformation and slow decay of their own bodies. Those traumas, coupled with the loss of memories that tied them to the living world—to family, friends, and lovers—festers within these newly created mohrg, eventually resulting in the same hatred for the living that resides in the unbeating hearts of “naturally occurring” mohrgs. Regardless of a particular mohrg’s means of animation and how much the creature remembers of its former life, the need to snuff out life like an unwanted candle is the primary desire of each mohrg. A mohrg exists merely to kill, and when it is not killing, it broods angrily, plotting the best means to spread death further. mohrg attacks often catch smaller communities unawares. The few survivors of such attacks are often dismissed as unfortunate souls turned mad by some other trauma, and unless a town under attack is blessed with the presence of powerful adventurers or a benevolent spellcaster, it may be wiped out by the mohrg’s wave of lesser undead long before the townspeople realize the true nature of the threat.

Despite their almost compulsive need to kill—which for many mohrgs began while they were still alive, and fueled their undead transformation—mohrgs are not mindless. As intelligent undead, they are fully aware of their actions, and experience a perverse joy when killing, particularly when they slay other intelligent beings. This psychological joy is accompanied by a physical sensation of pleasure when negative energy rushes into a mohrg’s body to mark the raising of its latest victim as a zombie, an addictive feeling the mohrg seeks to replicate whenever possible.

Even more than their formidable combat abilities, mohrgs’ intelligence, and the fact that they may remember a significant portion of their previous lives, make them fatally dangerous predators. They have knowledge of human society and behavior, can navigate streets and cities (or avoid them, if necessary), and—if they can find a means to disguise their nature—are fully capable of recruiting living agents into their perverse quests. A mohrg can show inhuman patience when pursuing a plan, killing off a populace in slow handfuls until it has an army of waiting zombies prepared to rise up and destroy a settlement, and its desire for death far exceeds that of any sociopath. In rising as mohrgs, those with murderous urges in life are stripped of all mitigating factors, leaving only the unholy core of their bloodlust.

Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene