Dread (CR 2)
Alignment: Always neutral evil
Initiative: +3 (Dex); Senses: darkvision 60 ft., Listen +5, and Spot +5
AC: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Hit Dice: 3d12 (19 hp); DR: 5/bludgeoning
Fort +1, Ref +4, Will +4
Speed: Fly 40 ft. (good)
Space: 5 ft./5 ft.
Base Attack +1; Grapple -2
Attack: Longsword +3 melee or claw +3 melee
Full Attack: Longsword +3 melee or 2 claws +3 melee
Damage: Longsword 1d8+1/19-20, Claw 1d3+1
Special Attacks/Actions: Frightful presence
Abilities: Str 12, Dex 16, Con -, Int -, Wis 12, Cha 1
Special Qualities: immunity to cold, undead traits, weapon use
Skills: Listen +5 and Spot +5
Advancement: 4 HD (Small); 5-6 HD (Medium)
Organization: Solitary, pair, or gang (3-4)
Lost Empires of Faerûn
A skeletal pair of arms hovers in the air, both hands gripping a rusty old longsword. The arms move together and strike as if they were the limbs of a human-sized skeleton.
A dread is a pair of animated skeletal arms created for use as an undead guardian. Like a skeleton, it is a mindless automaton that obeys the commands of its master, but it also carries an aura of supernatural terror. Each of a dread's arms is 2 to 4 feet long and weighs 10 to 40 pounds.
Dreads do only what they are ordered to do, but they can accept reasonably complex commands based on observable characteristics such as race, equipment, spoken passwords, or specific actions. For example, a dread might be ordered to attack all intruders except elves and creatures displaying a certain token. These dreads are often incorporated into complex trap designs.
A dread can be created with an animate dead spell, but in addition to all the normal requirements of the spell, the caster must provide a zendalure gemstone worth at least 1,000 gp.