Dread Warrior* (CR 3)
AC: 16 (+6 splint or banded mail), touch 10, flat-footed 16
Hit Dice: 4d12 (26 hp)
Fort +1, Ref +1, Will +4
Speed: 30 ft. (20 ft. in splint or banded mail)
Space: 5 ft./5 ft.
Base Attack +2; Grapple +5
Attack: Battleaxe +5 melee (1d8+4); or longsword +5 melee (1d8+4)
Special Attacks/Actions: Undead
Abilities: Str 16, Dex 11, Con -, Int 5, Wis 11, Cha 6
Feats: Power Attack; Toughness; Weapon Focus (battleaxe)
Skills: Climb +6, Jump +5, and Spot +8
Climate/Terrain: Any land
Organization: Solitary or company (2-12)
Dread warriors are not always reliable servants because complicated orders tend to confuse them. Orders with twelve or fewer words cause no problems, but a dread warrior has a cumulative 5% chance per word after the twelfth to misinterpret the entire set of instructions. A dread warrior that fails to understand its orders functions as if confused (see the confusion spell). Roll randomly to determine what action it takes in response to the command that triggered its confusion.
Dread warriors fight with the arms and armor they used in life.
Skills: A dread warrior gains a +4 racial bonus on Climb, Jump, and Spot checks.
Called forth to serve in undeath through foul necromantic magic, dread warriors are undead beings created from the corpses of skilled warriors. They retain many of the martial skills and talents they possessed in life but are compelled to serve their creators with unquestioning obedience. Dread warriors are created with the spell animate dread warrior.
A dread warrior looks more or less like it did in life, although it still bears the ghastly wounds that killed it, and its eyes glow with a feral yellow light. Its skin tends to shrivel and darken, falling in on its sunken flesh to give it a gaunt, withered appearance. A dread warrior usually carries the arms and armor it favored before its death and transformation.
A dread warrior speaks whatever languages it knew in life.
A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type. For example, a wizard's raven familiar is a magical beast (augmented animal). A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. For example, a wizard's raven familiar has an animal's features and the traits of a magical beast.