AC 17 (natural armor)
HP 136 (16d8+64; bloodied 68)
Speed 30 ft.
Proficiency +4, Maneuver DC 17
Saving Throws Str +9, Dex +9, Con +8, Int +4, Wis +6, Cha +8
Skills Athletics +9 (+1d6), Deception +8, Perception +6, Stealth +9 (+1d8)
Damage Resistances cold, piercing
Damage Immunities necrotic, poison
Condition Immunities charmed , fatigue , frightened , paralyzed , poisoned , strife
Senses darkvision 60 ft., passive Perception 16
Languages Common
Create Spawn. When the mohrg slays a humanoid, at the start of its next turn the creature rises as a zombie under the mohrg’s control. Unlike normal, this zombie’s Speed is doubled. Additionally, the mohrg regains 1d6 hit points for every hit die of the slain creature and gains the benefits of a haste spell until the end of its next turn.
Detect Good. The mohrg can innately cast detect evil and good at will, requiring no material components.
ACTIONS
Multiattack. The mohrg makes three attacks, only one of which can be a tongue attack.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) bludgeoning damage plus 9 (2d8) necrotic damage and if the target is a creature it is grappled (escape DC 17).
Tongue. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: The target is paralyzed . At the end of each of its turns, a paralyzed creature can make a DC 16 Constitution saving throw to end the effect on itself.
BONUS ACTIONS
Fell Smite (10 points/ Long Rest ). When the mohrg hits a creature with a melee weapon attack, it can choose to expend fell smite points to deal extra damage in addition to the weapon’s damage: 1 point for 7 (2d6) necrotic damage, plus 3 (1d6) necrotic damage for each additional point, to a maximum of 17 (5d6 for 4 points).
Even in death a pious warrior can hold great power and this is rarely so evident than with the dreaded mohrg. One of the qualities that make this creature so dangerous is that at first it appears to be much, much weaker than it is—many a dead adventurer has mistaken it to be only a humanoid’s skeleton that was recently animated, its organs still within its rib cage. Then the undead’s impossible tongue flicks out, the demise of terrorized victims following soon after.
When a herald dies without receiving the proper rites of burial, fell rituals can be conducted which use the latent power within their remains to drag their soul back from the afterlife. Their rage and suffering manifests in the mohrg’s organs, the fleshy bits growing and distending to fill up their torsos and hide the ropey lengths of their long tongues, their fury and pain transformed into a foul curses that paralyze or lethal necromantic energies.