Author Topic: Mohrg  (Read 7792 times)

Offline Rakoa

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Mohrg
« on: April 22, 2014, 09:31:55 PM »
Mohrg



HD:d12
Level   Bab   Fort   Ref   Will   Feature

1   +0   +0   +0   +2           Undead Body, Antagonozing Tongue, Stat Boosts
2   +1   +0    +0   +3            Improved Grab, Stealthy Killer
3   +1   +1    +1   +3            Paralyzing Tongue, Create Spawn
4   +2   +1    +1   +4            Strong Tongue, Clawed Tongue
5     +2    +1    +1   +4             Execute, Revel in Murder
6     +3    +2   +2    +5             Eternally Unrepentant, Premeditated Planner
7     +3    +2   +2    +5             Mobile Murder, Enhanced Spawn
8     +4    +2   +2    +6             Parasitic Tongue

Skills: 2+int modifier per level, quadruple at 1st level. No class skills.

Proficiencies: Own natural weapons only.

Features:

Undead Body:A Mohrg loses all other racial modifiers and gains the following undead traits:
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The Mohrg is a medium sized undead with a base speed of 30 feet. Any class levels it  takes have their HD increased to d12. A Mohrg has a bonus to Nat armor equal to  its Str mod. It also possesses a natural slam attack dealing 1d6 damage. It possesses a tongue as well, which is used for certain abilities gained by this class. It has a range of 5ft per HD.

Antagonizing Tongue: The Mohrg is just a skeletal corpse controlled by a long, clawed, parasitic tongue. At this stage, the tongue is too weak to do much other than annoy (and disgust) enemies. As a swift action, the Mohrg can make a melee touch attack upon an enemy within tongue reach. If this attack is successful, the enemy is considered to be flanked for one round.

Stat Boosts: At each level of this class, the Mohrg gains +1 Str and +1 Dex, for a total of +8 Str and +8 Dex.

Improved Grab: At second level, the Morhg can attempt to grapple any enemy hit by it's slam attack as a free action without provoking an attack of opportunity or requiring a touch attack. At 8HD, the Mohrg ignores Freedom of Movement effects on grappled enemies. A grappled enemy can be transferred to the Mohrg's tongue, where the enemy is still considered to be grappled but the Morgh is not. However, the tongue makes grapples checks at 10 less than the Mohrg does.

Stealthy Killer: Mohrg's are animated from the corpses of serial killers. At second level, the Mohrg gains a racial bonus on Hide and Move Silently checks equal to it's HD+3, as his murderous prowling tendencies return to it.

Paralyzing Tongue: At third level, the Mohrg's tongue attains it's paralyzing properties. As a standard action, the Morgh can attempt a melee touch attack against an enemy with it's tongue. On a successful hit, the enemy must make a Fortitude save (DC 10+1/2HD+Str mod) or be paralyzed for 1d4 rounds. This improves to 1d4 minutes at 8HD, 1d4 hours at 13HD, and 1d4 days at 18HD. In addition, enemies being grappled must save against this at the end of every round they remain grappled as the tongue drips it's paralyzing juices on their bodies. Enemies being grappled by the tongue take a -4 penalty on these saves.

Create Spawn: At third level, enemies killed by the Mohrg rise as Zombie's under it's control after 1d4 days. However, if they were killed while being afflicted by the Mohrg's paralysis, they rise in 1d4 rounds. The Mohrg cannot control zombies exceeding it's own HDx2. Excess creations will attack the nearest perceivable creature to the best of their ability.

Strong Tongue: At fourth level, the Mohrg's tongue becomes thicker and stronger. Enemies grappled by the Morgh's tongue must now beat the Morgh's full grapple bonus to escape, and the Morgh can initiate grapples with it's tongue on enemies within the reach of the tongue as if he was adjacent to them. Each round, the Morgh can make an opposed Str check with an enemy being grappled at a range. If the Morgh wins, the enemy is pulled by the tounge to a square adjacent to the Morgh.

Clawed Tongue: At fourth level, the Mohrg's tongue grows a small, sharp claw at the end. Any enemies grapples by the Mohrg's tongue or affected by it's Antagonizing Tongue ability lose the ability to speak for as long as they remain grappled/antagonized, as the sharp claws dig into the creature's throat and prevent speech of any kind. Additionally, should the Mohrg initiate a grapple from a distance while hidden, and succeed on an opposed str check with his Strong Tongue ability, the grappled creature is noiselessly pulled into the Mohrg's hiding spot.

Execute: At fifth level, the Mohrg can perferm a Coup de Grace with his Slam attack on an enemy that fails a save against Paralysis while being grappled by his tongue as a free action as he tosses aside their body in preparation for another victim.

Revel in Murder: At fifth level, the Mohrg takes such great delight in the death of his victims that he gains a profane bonus to his Str and Dex scores equal to half the highest HD of the creatures he killed in the last 24 hours. This bonus cannot be greater than half of the Mohrg's HD.

Eternally Unrepentant: The Mohrg didn't repent for his murders in life, and he sure won't in death! At sixth level, the Mohrg's alignment can never be changed. In fact, his malevolent aura is so great that enemies within the reach of the Mohrg's tongue must make a Will save (DC 10+1/2HD+str mod) or be shaken for one minute per HD of the Mohrg. His very presence is unsettling, whether or not enemies can detect the Mohrg. This check is made as soon as a creature is within range of the Mohrg, whether from their own movement or the Mohrg's. Enemies that make their saving throws cannot be affected for 24 hours.

Premeditated Planner: The Mohrg is a master of planning his acts of evil in advance. At sixth level, Mohrg that initiates a surprise round (or is aware that one is about to take place) can take a full round worth of actions instead of the usual standard/move action.

Mobile Murderer: The Mohrg is an expert at chasing down victims, and then swiftly leaving the crime scene. At seventh level, the Mohrg's base move speed increases by 20 feet, and he gains a climb speed equal to half his base speed. The Mohrg can even fly to any solid location within the range of his tongue by digging into it with his claw and pulling himself to it. He can move at his full speed while hiding and moving silently at no penalty.

Enhanced Spawn: The Mohrg becomes a master of necromancy. At seventh level, zombies controlled by the Mohrg are now treated as if they had been created in a desecrated zone. The Mohrg can now control 4HD of zombies per HD it possesses.

Parasitic Tongue: At eighth level, the parasitic tongue possessed by the Mohrg is no longer bound to it's body. As an immediate action, the Mohrg's tongue can lash out to any controlled zombie within tongue reach. It enters the zombie, causing it's rotting flesh to dramatically explode from it's body. That zombie is destroyed, and instantly becomes the Mohrg, full healed and with all negative effects removed. The zombie must have HD equal to at least half of the Mohrg's HD to be a suitable receptacle for the tongue. Lower HD zombie bodies are not strong enough to stay together for the process.

Equipment remains on the Mohrg's original body. However, if the zombie that the Mohrg is transferring into has equipment in the same slot as the Mohrg, and with similar appearance (a vest is a vest, a robe is a robe, etc), the magical properties of the Mohrg's equipment is transferred into the new body's equipment, effectively switching them. This activates as part of the same action as Parasitic Tongue, should the Mohrg desire. As much or as little equipment as desired can be transferred.

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« Last Edit: April 25, 2014, 11:15:06 PM by Rakoa »
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Offline phaedrusxy

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Re: Mohrg
« Reply #1 on: April 23, 2014, 09:49:18 AM »
This is FKN awesome! However, I do worry that some parts might be a tad too strong...

Quote
Revel in Murder: At fifth level, the Mohrg takes such great delight in the death of his victims that he gains a bonus to his Str and Dex scores equal to the highest HD of the creatures he killed in the last 24 hours.
This should at least be specified as an enhancement (or other) bonus. Otherwise, it stacks with everything. It's also probably a bit too strong (maybe 1/2 or 1/3rd highest HD).

Quote
Premeditated Planner: The Mohrg is a master of planning his acts of evil in advance. At sixth level, Mohrg that initiates a surprise round (or is aware that one is about to take place) can take two turns worth of actions instead of just one. They are performed consecutively.
You don't normally get a full round's worth of actions in the surprise round. You get a standard or move action. I'd suggest giving the Morgh a full round instead of a standard or move only.

Edit: Misread one part, and so removed it.
« Last Edit: April 23, 2014, 09:58:10 AM by phaedrusxy »
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Offline Rakoa

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Re: Mohrg
« Reply #2 on: April 23, 2014, 12:38:12 PM »
This is FKN awesome! However, I do worry that some parts might be a tad too strong...

Quote
Revel in Murder: At fifth level, the Mohrg takes such great delight in the death of his victims that he gains a bonus to his Str and Dex scores equal to the highest HD of the creatures he killed in the last 24 hours.
This should at least be specified as an enhancement (or other) bonus. Otherwise, it stacks with everything. It's also probably a bit too strong (maybe 1/2 or 1/3rd highest HD).

Quote
Premeditated Planner: The Mohrg is a master of planning his acts of evil in advance. At sixth level, Mohrg that initiates a surprise round (or is aware that one is about to take place) can take two turns worth of actions instead of just one. They are performed consecutively.
You don't normally get a full round's worth of actions in the surprise round. You get a standard or move action. I'd suggest giving the Morgh a full round instead of a standard or move only.

Edit: Misread one part, and so removed it.

Good advice! Altered Revel in Murder to be a profane bonus equal to half HD, and changed Premeditated Planner as suggested. Turns out I've been doing surprise rounds wrong this whole time! Whoops!
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Offline oslecamo

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Re: Mohrg
« Reply #3 on: April 23, 2014, 06:22:03 PM »
-Improved grab should probably say that when you hit with a slam attack, you can attempt a grapple whitout provoking aoos neither needing to make a touch attack.
-Stealthy Killer should give a racial bonus.
-When does the check for Eternally Unrepentant happens? Also should probably have a clause of "if somebody succeeds, they can't be affected again by this for X time".
-Revel in Murder should have another cap like "The bonus can't be higher than half your HD" just to be safe.
-Parasitic Tongue, what happens to your equipment?

Otherwise, I must concur that you did a pretty good take with the Mhorg, indeed coming up with cool and useful flavourful abilities to fill in the needed levels. Great job! :)

Offline Rakoa

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Re: Mohrg
« Reply #4 on: April 23, 2014, 06:40:26 PM »
-Improved grab should probably say that when you hit with a slam attack, you can attempt a grapple whitout provoking aoos neither needing to make a touch attack.
And now it does.
-Stealthy Killer should give a racial bonus.
Ahh, good catch.
-When does the check for Eternally Unrepentant happens? Also should probably have a clause of "if somebody succeeds, they can't be affected again by this for X time".
Clarified, and added immunity timer.
-Revel in Murder should have another cap like "The bonus can't be higher than half your HD" just to be safe.
You don't think the Mohrg should be rewarded for landing the killing blow on a badass beasty? It is only for one day, after all, and most monsters big enough to be a problem aren't all that common. And if they are, the Mohrg is probably gonna have some party backup, making the killing blow harder to get.
-Parasitic Tongue, what happens to your equipment?
Hmm, equipment....good question, I didn't think of that. Logically it would stay on the former body, but that makes transferring in combat a rather unattractive prospect. But hey, it beats the alternative! I think I'll add a clause, though, that allows you to outfit your zombies in "similar" equipment as to what you're wearing, and you can have the option of transferring enchantments when you switch bodies. Makes things a bit easier, but takes a bit more planning.
Otherwise, I must concur that you did a pretty good take with the Mhorg, indeed coming up with cool and useful flavourful abilities to fill in the needed levels. Great job! :)
Thanks!  :D
« Last Edit: April 23, 2014, 06:47:40 PM by Rakoa »
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Offline oslecamo

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Re: Mohrg
« Reply #5 on: April 25, 2014, 06:06:11 PM »
-Revel in Murder should have another cap like "The bonus can't be higher than half your HD" just to be safe.
You don't think the Mohrg should be rewarded for landing the killing blow on a badass beasty? It is only for one day, after all, and most monsters big enough to be a problem aren't all that common. And if they are, the Mohrg is probably gonna have some party backup, making the killing blow harder to get.
Summon Monster IX alone allows you to get a 32 HD centipede that'll happilly stand there and get killed every morning for a whooping +16/+16. All levels of summon monster allow you to get centipede snacks with lots of HD, and that's before we start digging in more obscure ways of getting expendable minions with lots of HD. One of the main problems with designing "kill big monsters for big bonus" abilities is that, well, in D&D you can get big monsters to kill in the safety of your base at your leisure.

Offline Rakoa

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Re: Mohrg
« Reply #6 on: April 25, 2014, 11:15:34 PM »
-Revel in Murder should have another cap like "The bonus can't be higher than half your HD" just to be safe.
You don't think the Mohrg should be rewarded for landing the killing blow on a badass beasty? It is only for one day, after all, and most monsters big enough to be a problem aren't all that common. And if they are, the Mohrg is probably gonna have some party backup, making the killing blow harder to get.
Summon Monster IX alone allows you to get a 32 HD centipede that'll happilly stand there and get killed every morning for a whooping +16/+16. All levels of summon monster allow you to get centipede snacks with lots of HD, and that's before we start digging in more obscure ways of getting expendable minions with lots of HD. One of the main problems with designing "kill big monsters for big bonus" abilities is that, well, in D&D you can get big monsters to kill in the safety of your base at your leisure.

Err...good point. Set the cap.
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Offline oslecamo

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Re: Mohrg
« Reply #7 on: April 29, 2014, 08:58:07 AM »
No further critiques, added to the index.