# 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)