Susurrus

Large Aberration
Hit Dice: 8d8+24 (60 hp)
Initiative: +1
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 19 (−1 size, +1 Dex, +9 natural), touch 10, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Claw +10 melee (1d8+5)
Full Attack: 2 claws +10 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Dronesong, ghost touch, improved grab
Special Qualities: Barbed defense, blindsight 60 ft., darkvision 60 ft., detect undead
Saves: Fort +5, Ref +3, Will +6
Abilities: Str 21, Dex 12, Con 16, Int 7, Wis 11, Cha 16
Skills: Climb +13, Listen +5, Perform (sing) +9; racial bonuses
Feats: Cleave, Improved Natural Attack (claw), Power Attack
Environment: Underground
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 9–16 HD (Large); 17–24 HD (Huge) ♊
Level Adjustment: —

This headless humanoid shape appears to be covered in glass shards that encircle hollows that run all the way through its body. It lumbers forward on all four limbs, and the slight rasping sound of its scales scraping the floor it mostly masked by a soothing drone that comes from its body.

A susurrus is an otherwise peaceful creature that destroys undead on sight. It moves through underground passages, taking in the air that sustains it. This act creates a susurrating dronesong, sounding like a gentle wind blowing through the trees, that has a curiously stupefying effect on undead. As such, intelligent undead try to kill a susurrus if possible.

A susurrus is 7 feet tall and about as wide. An average susurrus weighs about 500 pounds. Its exoskeleton is honeycombed with tiny ducts and passages through which the creature draws sustaining air. The creature’s dronesong echoes through dungeon corridors, and can be heard up to a quarter-mile away.

A susurrus speaks its own hollow-sounding language, which most other creatures do not have the vocal capacity to reproduce. A susurrus lives for several centuries, mating only infrequently.

Combat

A susurrus attacks anyone carrying a torch, wielding flame, or otherwise tainting the air that the creature needs to survive. It also attacks undead on sight. Otherwise, it generally keeps to itself. Still, if aggravated, it attacks swiftly and brutally, shredding its foes until they can use no more of its precious air.

Barbed Defense (Ex): Any creature striking a susurrus with a handheld weapon or a natural weapon takes 1d4+6 points of piercing and slashing damage from the susurrus’s barbs. Reach weapons, such as longspears, do not endanger their users this way.

Creatures grappling with a susurrus take this damage each round as well.

Blindsight (Ex): A susurrus “sees” by hearing the movement of the air and sensing dead zones occupied by objects. A susurrus in the middle of a fog cloud or similar spell or magical effect is blinded. (Normal fog has no effect on a susurrus.)

Detect Undead (Su): A susurrus can use detect undead, as the spell, at will. This effect is always active.

Dronesong (Su): A susurrus’s dronesong has no effect on living creatures, but it soothes undead into a state of torpor. This ability functions as a rebuke undead attempt from an evil cleric of a level equal to the susurrus’s Hit Dice. An undead so rebuked or commanded is instead put into a state similar to the effect of a halt undead spell⁠—​it cannot move and doesn’t want to. This effect lasts for 10 rounds.

Ghost Touch (Su): A susurrus deals damage normally against incorporeal creatures. Its natural armor bonus becomes a deflection bonus against an incorporeal opponent.

Improved Grab (Ex): To use this ability, a susurrus must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can impale its opponent on its barbed body, dealing 1d4+6 points of piercing and slashing damage each round.

Skills: A susurrus has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Source: Monster Manual III, page 170. Corrected hold undead to halt undead.