Blaspheme (CR 9)
Alignment: Always neutral evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +10, and Spot +10
AC: 20 (+1 Dex, +9 natural), touch 11, flat-footed 15
Hit Dice: 18d12+30 (147 hp); DR: 5/slash
Fort +6, Ref +7, Will +13
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +9; Grapple +18
Attack: Bite +18 melee
Full Attack: Bite +18 melee
Damage: Bite 1d8+13 plus blasphemous contact
Special Attacks/Actions: Blasphemous contact, erratic charge
Abilities: Str 28, Dex 12, Con -, Int 5, Wis 15, Cha 10
Special Qualities: immunity to cold, inescapable craving, undead traits
Feats: Improved Natural Attack (bite); Improved Toughness; Toughness (4); Track
Skills: Listen +10, Spot +10, and Survival +7
Advancement: 19-36 HD (Medium)
Climate/Terrain: Cold plains or cold hills
Organization: Solitary or pair
Appearing similar to a corpse that has been dug up and surgically modified, this creature stands nearly 7 feet tall, but is extraordinarily thin. Its arms are extra long, hanging nearly to mid-calf. Its head is wide and wedge-shaped, with a split mouth that opens wider than that of a normal humanoid. Its teeth glitter like shards of black, steaming ice.
Crafted in bygone days by power-mad wizards searching to create the perfect undead guardians, blasphemes still roam forgotten areas, seeking to destroy non-evil creatures with their blasphemous bite. They are most likely robe encountered near ruins of ancient cities where magic was valued more highly than personal liberty or morals. If the secret of creating or calling a blaspheme into the world still exists, it is buried in just such a location.
Each blaspheme is created with parts from multiple ancient corpses, with teeth specially harvested from sacrifices to evil powers. However, blasphemes are not hulking, slow-moving constructs; rather, they are lithe and deadly, aware of their surroundings and capable of directing their own actions.
Blasphemes stand just under 7 feet tall and weigh about 190 pounds.
Blasphemes speak Common.