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TaonCreature 15


UniqueCEMediumUndead
Source Pathfinder #173: Doorway to the Red Star
Perception +25 (darkvision)
Languages Common, Necril
Skills Acrobatics +26, Athletics +29, Intimidation +29, Society +22, Stealth +28
Str +6, Dex +5, Con +4, Int +1, Wis +4, Cha +6

AC 38; Fort +22; Reflex +22; Will +19;
HP 230 (negative healing)
Speed 50 feet (climb 25 feet)
Immunities death effects, disease, paralyzed, poison
Resistances Piercing 15, Slashing 10

Claw One Action +29 (+24, +19) to hit 3d12+14 Slashing
Spellcutter One Action +31 (+26, +21) to hit (magical, versatile p) 3d8+14 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Negative Healing

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

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Mohrg Spawn (occult, necromancy)

A living creature slain by a mohrg that had a lower level than the mohrg rises as a mohrg spawn after 1d4 rounds, on its turn. This mohrg spawn is under the command of the mohrg that created it.

If the creator of the mohrg spawn is destroyed, the mohrg spawn is destroyed as well, immediately collapsing into a pile of decayed flesh and bones.

Cruel Reactions

Taon gains an extra reaction each round that can be used only to make an Attack of Opportunity.

Paralysis (occult, incapacitation, necromancy)

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.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


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

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.