Mohrg click to see monster

Size/Type: 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 Ø, 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.