Mtg to MörK Borg Keyword Oracle Daybound: Transform when damaged.
Deathtouch: DR8 Toughness test or +D12 damage.
Creature Conversion Adventure: Easily bribed. Recruitable.
Affinity: DR10 Presence or be charmed. Defender: +2 Armor Tier.
By Daria Rose LeFevre v.1.1 Afflict: DR8 Presence test or blinded for D4 rounds. Delirium: +2DR to hit. Projects illusions.
Afterlife: Reanimates as a ghost in D10 rounds. Delve: Blinded by sunlight.
Turn common pack filler creatures into Mörk Borg Alliance: +D6 Appearing. Recruitable. Descend: Reanimates as a zombie in D10 rounds.
monsters or hirelings. This conversion kit shows you Amplify: Attacks the entire party. Devoid: Invisible in darkness.
how to transform that pile of old draft chaff into a Annihilator: Attacks the entire party. Devour: Consume a corpse to Heal 2D6 HP.
deck of random encounters for Mörk Borg. This free Ascend: Reanimates as a ghost in D10 rounds. Disguise: Alter appearance, DR 16 to Identify.
print and fold pamphlet is a labor of love, and a gift to Backup: +D6 Appearing. +1 Armor Tier. Disturb: DR12 Toughness or inflict -1 Presence.
the Mörk Borg Community. It is not affiliated with Banding: +D8 Appearing. Domain: DR16 to detect in home terrain.
Wizards of the Coast, Ockult Örtmästare Games, or Bargain: Easily bribed. Double Strike: Attacks twice each round.
the Stockholm Kartell, and is not intended for sale or Battalion: +D6 Appearing. +1 Armor Tier. Dredge: Reanimates in D4 hours. Bury it alive.
commercial distribution. Battlecry: +1 Damage. Echo: Attacks hit an extra target.
Bestow: Prohibit Omens. Has a Scroll. Eerie: Has an Unclean Scroll.
Morale = CMC +2 HP = Toughness x3 Blitz: Always acts first. Emerge: Burroughs Deep. Attacks from below.
Captured = CMC x10s Dead = CMC x2s Bloodrush: x2 Damage at ½ HP. Embalm: Victims reanimate as zombies in D4 rounds.
Bloodthirst: +2 Damage. Encore: +D8 appearing. Attacks hit an extra target.
Compare power on the chart below to determine the Boast: +1 Omen on death. Enlist: +D8 Appearing. +1 Damage.
damage die. X or * count as a D20. Bushido: +1 Armor Tier. +1 Damage. Enrage: x2 Damage at ½ HP.
Cascade: Attacks an additional target. Escape: Restrained. 3/6 odds to aid its emancipator.
[1] - D2 [6] - D12 Celebration: Has a Sacred Scroll Eternalize: Victims reanimate as ghosts in D4 rounds.
[2] - D4 [7] - 2D6 Champion: +1 Armor Tier. Recruitable. Evoke: Has 2 Random Scrolls.
[3] - D6 [8] - 2D8 Changeling: Alter appearance, DR 16 to Identify. Evolve: +1 Power each round.
[4] - D8 [9] - 2D10 Channel: Neutralize powers and heal D4 HP instead. Exalted: Gain an Omen on death.
[5] - D10 [+] - 2D12 Connive: Easily bribed. Exhaust: DR10 toughness or inflict -1 Might.
Convoke: DR10 Presence or be charmed. Exploit / Extort: Easily bribed.
Special abilities and other factors like armor or Corrupted: Harvest D6 doses of Black poison on death. Fabricate: Forge documents or craft items.
number of appearing monsters are determined by Coven: Has an Unclean Scroll. +D6 Appearing. Fading: Check morale each round.
keywords in the ability text. All other ability text can Crew: Contains D6 occupants. Fear: DR14 Presence test or terrified.
either be disregarded, or used as inspiration to Cycling: Neutralize powers and heal D4 HP instead. First Strike: +2DR to hit.
determine a unique special of your own. Dash: Always acts first. Flash: DR8 Presence or blinded for D4 rounds.
Flanking: +D4 Appearing. +1 Armor Tier. Morbid: Has 2 Unclean Scrolls. Suspend: DR12 Strength or freeze for D4 rounds.
Flying: Knock it down or wait for an opening. Morph: Alter appearance, DR 16 to Identify. Threshold: x2 Damage at ½ HP.
Forecast: Summons a violent storm. Mutate: Boost damage die each round. Toxic: DR10 toughness or damage causes infection.
Foretell: Prohibits Omens. Has a Sacred Scroll. Myriad: +D8 Appearing. Able to project illusions. Training: +D6 Appearing.
Graft: Use a corpse as +1 Armor Tier or Power. Nightbound: Transform when damaged. Trample: 2/6 chance attacks destroy Armor.
Haste: +D4 Appearing. Ninjutsu: D14 to Detect. Has a Scroll. Transform: Transform when damaged.
Haunt: DR12 Presence or possessed for D4 rounds. Offspring: +D8 Appearing. Recruitable. Tribute: Recruitable. Gain an Omen on death.
Hellbent: Never flees or surrenders. +1 Damage. Outlast: x2 Damage at ½ HP. Undergrowth: Speaks with plants. Phytokinesis.
Heroic: Recruitable. Has a +1 Weapon. Persist: Reanimates in 2D6 rounds. Kill it with fire. Undying: Reanimates in 2D6 rounds. Kill it with fire.
Hexproof: Unaffected by powers. Phasing: Attacks ignore armor. Unearth: Reanimates in D4 hours. Bury it alive.
Horsemanship: Knock it down or wait for an opening. Plot: Social or political consequences if harmed. Unleash: Restrained. 3/6 odds to aid its emancipator.
Indestructible: Unlillable by traditional weapons. Poisonous: Harvest D6 doses of Red poison on death. Valiant: +2DR to hit. Recruitable.
Imprint: Recruitable. Perfect memory. Protection: +D4 Appearing. +1 Armor tier. Vanishing: +2DR to hit. Teleports short distances.
Improvise: Use debris as +1 Armor Tier or Power. Prototype: Accompanied by its creator. Vigilance: +2 Armor Tier.
Infect: DR10 toughness or damage causes infection. Provoke: DR12 presence or must attack. Ward: +1 Armor Tier. +4DR to use powers nearby.
Ingest: Consume a corpse to Heal 2D6 HP. Prowess: +2DR to hit. Wither: Blinded by sunlight.
Inspired: Never flees or surrenders. Raid: +D10 appearing. Easily bribed.
Intimidate: DR14 Presence test or terrified. Rally: +D6 appearing. +1 Power whenever one dies.
Kicker: +D6 Appearing. +1 Damage. Reach: Melee attacks are +2DR to hit.
Kinship: +D6 Appearing. +1 Power whenever one dies. Recover: Heal D2 HP each round.
Landfall: Attacks the entire party. Regenerate: Heal D2 HP each round.
Landwalk: DR16 to detect in home terrain. Reinforce: +1 Armor Tier.
Level Up: +D4 levels each round. Renown: +D100s Bounty captured or ½ dead.
Lifelink: Heal for ½ of damage dealt. Riot: +D6 appearing. x2 Damage on the first round.
Madness: DR12 Toughness or inflict -1 Presence. Saddle: Ridden by another creature.
Magecraft: Has 3 scrolls. Scavenge: Use debris as +1 Armor Tier or Power.
Max Speed / Start Engines: Always acts first. Shadow: Invisible in Darkness.
Metalcraft: Has a +1 Weapon. Craft or repair items. Shroud: DR14 to detect. Unaffected by powers.
Melee: Melee attacks are +2DR. Skulk: DR14 to detect. x2 Damage on the first round.
Menace: +D100s Bounty captured or ½ dead. Soulshift: DR12 Presence or possessed for D4 rounds.
Mentor: +D6 Appearing. Spectacle: DR8 Presence or blinded for D4 rounds.
Monstrosity: Attacks target the entire party. Sunburst: Has 2 Sacred Scrolls.