A mohrg is the undead form of a horrifyingly evil individual,
typically a mass murderer or similar villain, who died without
atoning for his crimes. As punishment for a life of evil, a mohrg
is tortured by an endless existence dominated by an all-consuming hatred of living things.
Adventures: Like any other normally viciously evil undead
creature, a mohrg that becomes an adventurer typically does so
either to further its horrid goals or to atone for its vile ways.
Characteristics: Mohrgs are extraordinarily strong and agile,
making them deadly combatants. A mohrg relies on its paralyzing tongue and improved grab ability to quickly neutralize an
enemy, following up with brutal slam attacks.
Alignment: Mohrgs are traditionally chaotic evil, though
this restriction can be relaxed somewhat in a campaign that
features undead player characters. Even in such cases, most
mohrgs lean strongly toward chaos and evil. Good-aligned
mohrgs are virtually unknown.
Religion: Like other intelligent undead, mohrgs rarely come
into voluntary association with religions of any kind.
Background: Unlike most other undead creatures described
in this section, the most common trait among mohrgs is the
evil that they performed in life. As the animated corpse of an
unrepentant mass murderer or similarly vile person, a mohrg
is a tortured personifi cation of pure evil.
Races: Among the civilized races, the pure evil necessary to
become a mohrg is found most often among humans and halforcs. Few other races possess both the murderous rage and the
ability to deal the amount of death necessary to damn oneself
to eternal unlife as a mohrg.
Other Undead Classes: Mohrgs have the greatest respect for
wights, which share their all-consuming hatred for the living.
Ghouls are mere pawns in the fi ght against living creatures, and
mummies are dim-witted thugs. Vampire spawn have vision, a
quality that mohrgs respect, but they depend far too much on
the living for the mohrgs’ taste.
Role: Mohrgs are best as front-line warriors, thanks to their
powerful combat abilities. They also make fi ne assassins, and if
they can rein in their murderous attitudes, can be good scouts
Starting Ability Score Adjustments: +2 Str, Con —. Mohrgs
are stronger than an average creature of the base race. As an
undead creature, a mohrg does not have a Constitution score.
Speed: A mohrg’s land speed is the same as that of the base
Darkvision: Mohrgs can see in the dark out to 60 feet.
Automatic Languages: Common. Once humanoids themselves, mohrgs remember the languages of their own former
Favored Class: Mohrg. The best multiclass choices for a mohrg
are fi ghter or barbarian.
The mohrg’s class skills (and the key ability for each skill) are
Climb (Str), Hide (Dex), Listen (Wis), Move Silently (Dex), Spot
(Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifi er) × 4.
Skill Points at Each Additional Hit Die: 4 + Int modifi er.