Quth-Maren

Medium Undead
Hit Dice: 10d12 (65 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 Dex, +3 natural) touch 11, flat-footed 13
Base Attack/Grapple: +5/+8
Attack: Slam +9 melee (1d6+3 plus 1d6 acid)
Full Attack: 2 slams +9 melee (1d6+3 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Caustic blood, command undead, horrifying gaze, spit blood
Special Qualities: Fast healing 4, immunity to acid, resistance to electricity and fire 15, turn resistance +2, undead traits
Saves: Fort +3, Ref +4, Will +9
Abilities: Str 16, Dex 13, Con —, Int 13, Wis 14, Cha 15
Skills: Climb +16, Hide +14, Listen +14, Move Silently +18, Search +8, Spot +14; racial bonuses
Feats: Alertness, Blind-Fight, Power Attack, Weapon Focus (slam)
Environment: Underground
Organization: Solitary, pair, or gang (3–6)
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic evil
Advancement: — ♊
Level Adjustment: —

A quth-maren is a revolting undead creature created by clerics of Kiaransalee. These clerics are fond of flaying their enemies⁠—​removing every scrap of skin⁠—​and then animating them in this hideous form.

A quth-maren appears in the overall form it had in life, but it has no skin or exposed fat⁠—​just muscles over its skeleton. Caustic blood constantly oozes from its body. Unlike zombies, to which they bear a certain resemblance, quth-marens are neither mindless nor prone to decomposition.

Combat

A quth-maren fights fiercely but cleverly, making the best use of its spit blood attack and horrifying gaze attack before closing with an opponent. In groups, quth-marens gang up on a single enemy at a time, rather than distributing their attacks among a group of opponents.

Caustic Blood (Ex): Any target hit by a quth-maren’s slam attack takes 1d6 points of additional acid damage from the creature’s caustic blood. Creatures that hit a quth-maren with natural weapons or unarmed attacks also take 1d6 points of acid damage.

Command Undead (Su): A quth-maren commands undead as a 5th-level evil cleric. It cannot rebuke undead, but it can dispel turning or bolster other undead.

Horrifying Gaze (Su): A living creature within 30 feet that meets a quth-maren’s deathless gaze must succeed on a Will save (DC 17) or cower in fear. Cowering creatures lose their Dexterity bonus to Armor Class (if any) and can take no actions. Foes gain a +2 bonus on attack rolls to hit cowering characters.

Spit Blood (Ex): Once every 1d4 rounds, as a standard action, a quthmaren can spit a glob of its acidic blood as a grenadelike weapon attack. The quth-maren must make a ranged touch attack to hit its target. This attack has a range increment of 10 feet, with a maximum range of five range increments. The glob deals 2d6 points of acid damage on a direct hit, and 2 points of acid damage to all creatures within 5 feet of where it lands.

Skills: Quth-marens have a +4 racial bonus on Move Silently and Spot checks.

Source: Fiend Folio, page 139. Changes applied as per the D&D® v.3.5 Accessory Update.