Quth-Maren (CR 7)
Alignment: Always chaotic evil
Initiative: +1 (Dex); Senses: Listen +14 and Spot +14
AC: 14 (+1 Dex, +3 natural) touch 11, flat-footed 13
Hit Dice: 10d12 (65 hp)
Fort +3, Ref +4, Will +9
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +8
Attack: Slam +9 melee
Full Attack: 2 slams +9 melee
Damage: Slam 1d6+3 plus 1d6 acid
Special Attacks/Actions: Caustic blood, command undead, horrifying gaze, spit blood
Abilities: Str 16, Dex 13, Con -, Int 13, Wis 14, Cha 15
Special Qualities: Acid immunity, electricity resistance 15, fast healing 4, fire resistance 15, turn resistance +2, undead traits
Feats: Alertness; Blind-fight; Power Attack; Weapon Focus (slam)
Skills: Climb +16, Hide +14, Listen +14, Move Silently +18, Search +8, and Spot +14
Organization: Solitary, pair, or gang (3-6)
Caustic Blood (Ex): Any target hit by a quth-maren's slam attack takes 1d6 points of additional acid damage from the creature's caustic blood. Creatures that hit a quth-maren with natural weapons or unarmed attacks also take 1d6 points of acid damage.
Command Undead (Su): A quth-maren commands undead as a 5th-level evil cleric. It cannot rebuke undead, but it can dispel turning or bolster other undead.
Horrifying Gaze (Su): A living creature within 30 feet that meets a quth-maren's deathless gaze must succeed on a Will save (DC 17) or cower in fear. Cowering creatures lose their Dexterity bonus to Armor Class (if any) and can take no actions. Foes gain a +2 bonus on attack rolls to hit cowering characters.
Spit Blood (Ex): Once every 1d4 rounds, as a standard action, a quth-maren can spit a glob of its acidic blood as a grenadelike weapon attack. The quth-maren must make a ranged touch attack to hit its target. This attack has a range increment of 10 feet, with a maximum range of five range increments. The glob deals 2d6 points of acid damage on a direct hit, and 2 points of acid damage to all creatures within 5 feet of where it lands.
Fast Healing (Ex): A quth-maren regains lost hit points at the rate of 4 per round as long as it has at least 1 hit point. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a quth- maren to regrow or reattach lost body parts.
Turn Resistance (Ex): A quth-maren is treated as an undead with 2 more Hit Dice than it actually has for the purposes of turn, rebuke, command, or bolster attempts.
Skills: Quth-marens have a +4 racial bonus on Move Silently and Spot checks.
A quth-maren fights fiercely but cleverly, making the best use of its spit blood attack and horrifying gaze attack before closing with an opponent. In groups, quth-marens gang up on a single enemy at a time, rather than distributing their attacks among a group of opponents.
A quth-maren is a revolting undead creature created by clerics of Kiaransalee. These clerics are fond of flaying their enemies - removing every scrap of skin - and then animating them in this hideous form.
A quth-maren appears in the overall form it had in life, but it has no skin or exposed fat - just muscles over its skeleton. Caustic blood constantly oozes from its body. Unlike zombies, to which they bear a certain resemblance, quth-marens are neither mindless nor prone to decomposition.