Mohrg (CR 8)
Alignment: Always chaotic evil
Initiative: +8 (+4 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +11, and Spot
AC: 23 (+4 Dex, +9 natural), touch 14, flat-footed 14
Hit Dice: 14d12 (91 hp)
Fort +4, Ref +10, Will +9
Speed: 30 ft.
Space: 5 ft. by 5 ft.
Base Attack +7; Grapple +12
Attack: Slam +12 melee or tongue +12 melee touch
Full Attack: 2 slams +12 melee and tongue touch +12 melee
Damage: Slam 1d6+7, tongue paralysis
Special Attacks/Actions: Improved grab, paralyzing touch, create spawn
Abilities: Str 21, Dex 19, Con -, Int 11, Wis 10, Cha 10
Special Qualities: Undead
Feats: Alertness; Dodge; Improved Initiative; Lightning Reflexes; Mobility
Skills: +15, Climb +13, Hide +21, Listen +11, Move Silently +21, Spot, and Swim +9
Advancement: 15-21 HD (Medium-size); 22-28 HD (Large)
Climate/Terrain: Any land and underground
Organization: Solitary, gang (2-4), or mob (2-4 plus 5-10 zombies)
Mohrgs are the animated corpses of mass murderers or similar villains who die without atoning for their crimes. Tortured by all-consuming hatred of living things, they long to live again.
A mohrg looks like a gaunt, nearly skeletal corpse and is easily mistaken for a zombie or ghoul. The creature's tongue is its most noteworthy feature - long, cartilaginous and clawed.