thirdtofifth:MohrgMedium undead, chaotic evilArmor Class 16 (natural armor)Hit Points 91 (14d8 + 28)
thirdtofifth:MohrgMedium undead, chaotic evilArmor Class 16 (natural armor)Hit Points 91 (14d8 + 28)Speed 30 ft.Str 21, Dex 19, Con 14, Int 11, Wis 10, Cha 10Damage Immunities poisonCondition Immunities exhaustion, frightened, poisonedSenses darkvision 60 ft. passive Perception 10Languages one language it spoke in lifeChallenge 6 (2300 XP)Create Spawn. A humanoid slain by a mohrg rises 24 hours later as a zombie under the mohrg’s control, unless the humanoid is restored to life or its body is destroyed. The mohrg can have no more than twelve zombies under its control at one time.ActionsMultiattack. The mohrg makes three attacks: two with its slam and one with its tongue.Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage and 9 (2d8) necrotic damage.Tongue. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d4+5) piercing damage and the target must succeed on a DC 14 Constitution saving throw or be paralyzed for 5 rounds. The target can repeat the save at the end of each of its turns. On a successful save, the effect ends.Mohrgs are formed from the most malevolent killers whose murderous rage sustains them beyond death. Their skeleton barely contains a mass of writhing viscera that ends in a long pink tongue, which the mohrg uses to paralyze victims before bludgeoning them to death. Mohrgs can often be found lording over hordes of less-powerful undead, or as lieutenants to a more powerful creature such as a lich or boneclaw. Originally from the D&D 3.5 Monster Manual. If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page. Illustration by Brian Snoddy. -- source link
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