Dungeons and Dragons Mohrg 3.5 PBP RPG

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Mohrg

Mohrg

Medium Undead

Hit Dice:

14d12 (91 hp)

Initiative:

+9

Speed:

30 ft. (6 squares)

Armor Class:

23 (+4 Dex, +9 natural), touch 14, flat-footed 14

Base Attack/Grapple:

+7/+12

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

Environment:

Any

Organization:

Solitary, gang (2-4), or mob (2-4 plus 5-10 zombies)

Challenge Rating:

8

Treasure:

None

Alignment:

Always chaotic evil

Advancement:

15-21 HD (Medium); 22-28 HD (Large)

Level Adjustment:

-

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.

Combat

Like zombies, mohrgs attack by slamming enemies with their fists. They often catch opponents flat-footed, for they move much faster than zombies.

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. Create Spawn (Su): Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg's control. They do not possess any of the abilities they had in life.


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The king states, "I'll need to let some of the guard know, to avoid any misunderstandings, but if she is willing to hide her nature, I will play my part and ensure she knows her part is valued."




Soon enough, the platform ferries people and wagons to the ground. The wagon with the deceased children is taken off to a small abode where their bodies could be cleaned and prepared for funeral rites. The one with the Prince's remains and the egg to the main tower, where a few elderly women take custody of both.

The King hear's Lawrance's words, and states, "I thank you for your diligence and skill in retrieving this child. It is my hope that some light at least can be brought from this dark tale. I may seek out a priest of Bahamut to join my court. If anyone can counter the legacy of the child's mother, it would be the resplendent one."

The holdfast's servants have gone into a frenzy of activity by the time the group returns from the castle, and in several cases even some of the guards have been pressed into service. Arranging something of this nature is no simple matter.

But soon enough, carts of supplies and foodstuffs begin to exit the central tower, and the servants begin to set up simple tables and decorations about a half mile to the east, within a grove of trees with beautiful blossoms. Music and light begin to fill the area, and guests start to filter in.

Out of Character: holding off on Melendrach greeting Zarra until I know whether or not she's going in disguise.

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