Necronaut

Gargantuan Undead (Chaotic, Evil, Extraplanar)
Hit Dice: 32d12 plus 96 (304 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 25 (−1 Dex, −4 size +20 natural), touch 5, flat-footed 25
Base Attack/Grapple: +16/+43
Attack: Slam +22 melee (4d6+20)
Full Attack: 4 slams +22 melee (4d6+20)
Space/Reach: 20 ft./20 ft.
Special Attacks: Assimilate corpse, trample 4d6+22 (DC 41)
Special Qualities: Damage reduction 15/lawful or magic, darkvision 60 ft., necromantic effects, spell resistance 25, undead traits, unholy toughness
Saves: Fort +10, Ref +9, Will +20
Abilities: Str 41, Dex 8, Con —, Int 7, Wis 14, Cha 16
Skills: Knowledge (the planes) +10, Listen +33, Spot +33, Survival +2 (+4 other planes)
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Natural Attack (slam), Improved Overrun, Improved Sunder, Power Attack
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Always chaotic evil
Advancement: 33–64 HD (Gargantuan); 65–96 HD (Colossal) ♊
Level Adjustment: —

A towering shape seemingly built from bones and corpses, this creature rolls and lurches across the ground, searching around itself with four massive, angular arms.

The necronaut is an undead monstrosity that abhors life. It communicates grudgingly with constructs and other undead, from whom others have learned what little is known about these macabre creatures. Necronauts are created by demons that on plains of bones in the Abyss and then sent forth to the Material Plane to kill, and to grow by adding bones and corpses to their hulking forms. Individual necronauts vary in shape but average about 20 feet tall, 20 feet wide, and 30 to 40 feet long; each one weighs some 50 tons.

A necronaut speaks Infernal and rarely bothers to learn other languages.

Combat

A necronaut attacks by crushing as many opponents as it can beneath itself, then attacking any survivors with its slam attacks.

A necronaut’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

A necronaut normally attacks using its Power Attack feat, taking a –5 penalty on its attack rolls and gaining a +5 bonus on damage rolls.

Assimilate Corpse (Su): A necronaut can, as a move action, add the corpse of an opponent to its body. Once the corpse is added, the necronaut begins assimilating it. This process takes 1 round to run its course and heals some damage to the necronaut, based on the size of the assimilated creature: Small or smaller, 10 points healed; Medium, 30 points; Large, 60 points; Huge, 100 points; Gargantuan, 150 points; or Colossal, 210 points. Once a creature is fully assimilated, it cannot be raised from the dead. Before a creature is fully assimilated, an ally can pull it free with a DC 24 Strength check.

Necromantic Effects (Su): Necronauts are affected differently by some spells. Because each one is composed of bones and corpses, spells that create undead deal 1d4 points of damage per caster level to a necronaut, up to the maximum given here for each spell: animate dead, 10d4; create undead, 15d4; create greater undead, 20d4.

Unholy Toughness (Ex): A necronaut gains a bonus to its hit points equal to its Charisma modifier × its Hit Dice.

Necronauts in Eberron

Necronauts are juggernauts that roam the Mournland, collecting bones and corpses and increasing in size and toughness as they do. The warforged that follow the Lord of Blades have had some limited success in controlling a few of them, but mostly they go where they will. Those war forged also know that necronauts form near sinister planar rifts that haunt the Mournland.

Planar travelers have sought necronauts on the plane of Dolurrh, not realizing that they are native to the plane of Mabar, the Endless Night.

Source: Monster Manual III, page 108. Changed Improved Natural Weapon feat (which does not exist) to Improved Natural Attack.