# Murk >[!rimg]+ > ![[Placeholder2.png]] *The wavering silhouette of a humanoid materializes. Its reaching, half-seen hand threatens to snag your soul.* <div class="grid-container"><div class="MON">Murk</div> <div class="CR">CR 3 (800 XP)</div> <div class="SOU">Libris Mortis pg. 112</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> CE Medium Undead (incorporeal) **Init** +2 **Senses** darkvision 60 ft.; **Perception** +3 #### defense **AC** 13, 13 touch, 11 flat-footed (+1 deflection, +2 Dex) **hp** 17 (3d8+3) **Fort** +2, **Refl** +3, **Will** +4 **Feint** 13, **Demoralize** 14 **Defensive Abilities** incorporeal **Immune** undead traits #### offense **Speed** fly 30 ft. (good) **Melee** incorporeal touch +4 (1d6 Wis) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** energy drain, spawn #### statistics **Str** —, **Dex** 15, **Con** —, **Int** 7, **Wis** 13, **Cha** 12 **BAB** +2, **CMB** +2, **CMD** 15, **TA** +2, **RTA** +4 **Feats** [[Alertness]], [[Combat Reflexes]] **Skills** Fly +12, Perception +3, Stealth +8 **Languages** Necril (cannot speak) #### special abilities ### Energy Drain (Su) Any humanoid reduced to Wisdom 0 by a murk gains one negative level. When a murk bestows a negative level on a victim, it gains 5 temporary hit points. These temporary hit points last for up to 1 hour. ### Spawn (Su) Any creature killed by the murk's Energy Drain ability becomes a murk under the control of its killer within 1d4 rounds. #### tactics Murks haunt tombs, crypts, cemeteries, and other places where undead roam. #### ecology **Terrain** Any **Organization** Solitary, pair, gang (3–5), or cluster (6–11) **Treasure** None **Advancement** 4–9 HD (Medium)