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)
Improved Grab (Ex): To use this ability, the mohrg must hit with its slam attack.
Paralyzing Touch (Su): A mohrg lashes out with its tongue in combat. An opponent the tongue touches must succeed at a Fortitude save (DC 17) or become paralyzed for 1d4 minutes.
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.
Like zombies, mohrgs attack by slamming enemies with their powerful fists. They often catch opponents flat-footed, for they move much faster than 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.