Kurge (CR 6)
Alignment: Always chaotic evil
Initiative: +4 (Dex)
AC: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Hit Dice: 6d12 (39 hp)
Fort +2, Ref +6, Will +6
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +2
Attack: 2 claws +7 melee or 6 slams +5 melee
Full Attack: 2 claws +7 melee or 6 slams +5 melee
Damage: Claw 1d6+3; slam 1d4
Special Attacks/Actions: Constitution damage, disease, anatomic separation
Abilities: Str 16, Dex 18, Con -, Int 10, Wis 12, Cha 14
Special Qualities: Particle cloud, feather fall, fast healing 1, undead immunities
Feats: Multiattack; Combat Reflexes
Skills: Climb +9, Escape Artist +4*, Hide +10, Move Silently +10, and Search +6
Advancement: 7-12 HD (Medium-size)
Organization: Solitary or gang (2-5)
Treasure: Half standard goods or items
Dragon Annual 5
A kurge is a disgusting undead creature that appears as an animated humanoid in an advanced state of decay. Various body parts and limbs are often hanging together only by a few rancid strips of flesh. The unholy symbol of Tharizdun is burned into its forehead, torso, and both arms and legs. Faint white flame that radiates intense cold washes over the thing's body, but perhaps the strangest aspect of a kurge is the fact that it floats about a foot off the ground when moving.
Kurge were created by the Cult of Tharizdun as temple guardians. While their creator lives (either alive or undead) the kurge are bound to strictly and literally follow orders. Once their creator dies, however, the kurge become uncontrolled. Such kurge actively search for living mortals to destroy out of hatred for life.
Although all but forgotten, the process by which a kurge is created is relatively simple and can be undertaken by any wizard with access to the school of Necromancy -- once the appropriate spells are known and available to be cast. The wizard must first slay a living person (human or nonhuman) by injecting the victim with a rare and lethal poison known as haramere. Haramere is difficult to find and brew, and often costs in excess of 1,500 gp per dose. It is an injected DC 18 poison that does 2d6 initial Constitution damage and 2d6 secondary Constitution damage. Those slain by haramere begin to putrefy very rapidly, and within 6 hours are nothing but a skeleton in a pool of liquefied filth. This decay can be stalled by soaking the body in brine; this must be done for an entire night if a wizard wishes to create a kurge from the remains. Once these requirements are met, the wizard must cast the following spells on the body while it is still submerged in brine: animate dead, levitate, geas, telekinesis, vampiric touch, and gentle repose. With the last spell, the body rises from the brine as a kurge, ready to obey its creator's every whim.