Mohrg, Demonic

This bat-winged monstrosity looms nearly ten feet in height, its skeletal, dripping body a tangle of bones and writhing entrails.

Demonic Mohrg CR 12

XP 19,200
CE Medium undead (extraplanar)
Init +10; Senses darkvision 60 ft.; Perception +22


AC 26, touch 17, flat-footed 19 (+6 Dex, +1 dodge, +9 natural)
hp 171 (18d8+90)
Fort +10, Ref +14, Will +12
DR 10/magic; Immune undead traits; Resist acid 10, cold 10, electricity 10, fire 10; SR 23


Speed 30 ft., fly 60 ft. (good)
Melee 2 slams +21 (2d8+8/19–20), bite +21 (1d6+8), tongue +16 (paralysis)
Special Attacks create spawn, paralysis (1d4 minutes, DC 25), possession, smite good 1/day
Spell-Like Abilities (CL 18th; concentration +22)

3/daydarkness, poison (DC 18), unholy aura (DC 22)
1/dayblasphemy (DC 21), contagion (DC 18), desecrate, horrid wilting (DC 22), summon monster IX (fiends only), unhallow, unholy blight (DC 18)


Str 26, Dex 23, Con —, Int 13, Wis 12, Cha 18
Base Atk +13; CMB +21; CMD 38
Feats Ability Focus (paralysis), Dodge, Improved Critical (slams), Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Toughness, Vital Strike
Skills Acrobatics +24, Bluff +22, Fly +31, Intimidate +25, Perception +22, Sense Motive +22, Stealth +27
Languages Abyssal, Common


Possession (Su)

A demonic mohrg’s fiendish spirit can attempt to leap into another host when it is destroyed. At this point, the demonic mohrg can attempt to possess any one creature within 30 feet to which it has line of sight as an immediate action. The targeted creature can resist being possessed if it makes a DC 23 Will save. If it fails, the demonic mohrg possesses that target as if via magic jar, but with no duration for the effect and without the need for a receptacle. Typically, the demonic spirit lies low if it successfully possesses a new host, waiting until the right moment to seize control of the host and start a new chain of horrific murders. In this way, a demonic spirit can jump from host to host, for each time its host is executed, it rises anew as a demonic mohrg. The possessing spirit can be driven from a living host with a successful dispel chaos or dispel evil spell, instantly destroying the spirit and ending the cycle, but such tactics have no effect on the creature after it has animated an executed body as a demonic mohrg. The save DC is Charisma-based.


Environment any
Organization solitary, gang (2–4), or mob (2–4 plus 4–12 zombies)
Treasure standard (see below)

In a few tragic cases, a mass murderer or serial killer pursues his vile compulsions not due to psychological reasons, but because he is possessed by a demonic spirit that forces him into the role of a killer. Disembodied demonic spirits like these are fond of using mortals as hosts in this way, for if the host is captured and publicly executed while still being possessed by the demon, it can arise from beyond the grave as something more than a mere mohrg—these creatures return as demonic mohrgs, and once returned from the dead, they quickly renew their murderous goals, their fiendish nature apparent in undeath in the form of batlike wings and distorted, fiendish skulls.

Note that, although the variant mohrg presented here is called a demonic mohrg, you can use these stats for a mohrg that was possessed by a devil, daemon, or any other form of evil spirit at the moment of its execution—just change the mohrg’s alignment as appropriate.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Undead Revisited. © 2011, Paizo Publishing, LLC. Authors: Eric Cagle, Brian Cortijo, Brandon Hodge, Steve Kenson, Hal Maclean, Colin McComb, Jason Nelson, Todd Stewart, and Russ Taylor.

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