CR 8

XP 4,800

CE Medium undead

Init +4; Senses darkvision 60 ft.; Perception +16


HP 125

EAC 20; KAC 22

Fort +10; Ref +10; Will +9

Immunities undead immunities


Speed 30 ft.

Melee clawed tongue +19 (1d6+14 S plus paralyzing touch [DC 19]) or slam +19 (1d10+14 B)

Multiattack 2 slams +13 (1d10+14 B) and clawed tongue +13 (1d6+14 S plus paralyzing touch [DC 19])

Offensive Abilities create spawn, paralyzing touch (DC 18)


Str +6; Dex +4; Con —; Int +0; Wis +0; Cha +2

Skills Acrobatics +16, Athletics +21, Stealth +16

Other Abilities unliving

Languages Common


Environment any

Organization solitary, gang (2–4), or mob (3–5 plus 4–12 occult zombies)

Special Abilities

Create Spawn (Su) A living humanoid creature slain by a mohrg’s slam attack rises immediately as an occult zombie of a CR equal to the victim’s CR or level. This zombie is permanently under the mohrg’s control. The mohrg recovers 1d8+4 Hit Points from the surge of negative energy created by the spawning process.

Paralyzing Touch (Su) A mohrg uses its clawed tongue to make its first melee attack each round. If a target is struck and damaged by this attack, it must succeed at a DC 18 Fortitude save or be paralyzed for 1d4 minutes.

A mohrg is a horrific undead that appears to be an ambulatory skeleton with a writhing, rotting mass of intestines held within its ribcage (or the creature’s anatomical equivalent). A tendril of these intestines winds up into the mohrg’s mouth, with a clawed tongue at the end. Though mohrgs can wear clothing and armor, they usually don’t (or they wear clothes that expose their torsos), ensuring that their horrific appearances are maintained and their clawed tongues remain free to make attacks.

Mohrgs are created from the souls of those who revel in killing sentient victims, preferably in ways that bring considerable pain and suffering. In life, most mohrgs were executioners, murderers, torturers, or warmongering soldiers who dedicated themselves to spilling blood and eliciting tortured cries. So strong are these urges that even death can’t stop them, and while the rest of their bodies rot away, a vile core of their bones and guts remains.

Early in a mohrg’s existence, its need to kill often overrides its desire for self-preservation, leading many to take extreme risks to reach more victims, which sometimes leads to their own destruction. But as they age and grow more powerful, mohrgs become more cunning about fulfilling their urges. They often become part of larger groups, ranging from packs of undead roaming the dark places near civilization to organized military groups such as the Corpse Fleet, and use their positions within such groups to ensure their bloodlust can be slaked consistently for centuries to come.

Mohrg Template Graft (CR 6+)

Hideous to behold and extremely deadly, mohrgs exist only to kill.

Required Creature Type: Undead.

Required Array: Combatant.

Abilities: Create spawn (see above), multiattack, paralyzing touch (see above).

Suggested Ability Score Modifiers: Strength, Dexterity.

Section 15: Copyright Notice

Starfinder Adventure Path #6: Empire of Bones © 2018, Paizo Inc.; Authors: Owen K.C. Stephens, with John Compton, Jason Keeley, and Larry Wilhelm.