Spawn of Taon

Level 11
Creature· chaoticRareMediumLegacy
AC 30
HP 175 (void healing)
Speed 25 ft.
Fort +22
Ref +22
Will +19
Perc +21
Size Medium
Rare
chaoticevilundeadunholy
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Resistances piercing 12, slashing 6
Languages common, necril
Senses darkvision
Skills athletics +24, intimidation +22, stealth +22, acrobatics +20, society +19
Recall Knowledge religion DC 33

Attacks

Melee Claw +24/+19/+14(unarmed)
Damage: 2d12+13 slashing
Effect: grab
Melee Tongue +24/+20/+16(agile)
Effect: paralysis

Abilities

Void Healingdefensive

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Paralysisoffensive(incapacitation, occult)

A living creature hit by a mohrg's tongue Strike must succeed at a DC 30 fortitude save or become Paralyzed. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each attempt.

Graboffensive

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Description

The weight of murder wears heavy on the soul. With souls marked by a lifetime of dealing death, these killers, whether mass murderers, bloodthirsty soldiers, or sadistic executioners, sometimes do not let judgment and lawful execution stanch their slaying sprees. When such individuals are brought to justice, they may rise after death as mohrgs to continue their ruinous work.

Drawn to others of their kind, mohrgs prefer to hunt in small groups, occasionally in partnership with weaker free-willed undead such as shadows and wights. They seek out weak prey and revel in causing drawn-out suffering. Some mohrgs haunt locations they favored in life, reenacting old crimes on new victims. They may even skulk about in public, wearing rags, cloaks, or freshly harvested skins to hide their nature. The most dangerous mohrgs are those who grow powerful enough to no longer fear being struck down again and openly assault settlements in an attempt to turn living towns into mass graves.

Since those slain by a mohrg rise soon thereafter as mohrg spawn, the murders of a mohrg rarely go unnoticed for long, even when they take extra care to prey only on a society's dregs. Since mohrg spawn remain under a mohrg's control, a canny mohrg might order its spawn to remain in hiding to keep its presence secret until a point where it feels confident unleashing its undead army upon a doomed settlement.

Mohrgs retain a twisted sentimentality for the crimes of their mortal life, seeking out trinkets that remind them of favorite murders. When not out hunting, mohrgs arrange their mementos into disturbing shrines. Often, these trinkets are valuable objects, and might even provide important clues to ongoing mysteries.

Traits

Chaotic
Evil