Spawn of Kyuss (CR 5)
Alignment: Always chaotic evil
Initiative: -1 (Dex); Senses: Spot +3
AC: 11 (-1 Dex, +2 natural), touch 9, flat-footed 11
Hit Dice: 4d12+3 (29 hp)
Fort +1, Ref +0, Will +4
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple -3
Attack: Slam +6 melee, or touch +6 melee touch, or Kyuss's gift +1 ranged touch
Full Attack: Slam +6 melee, or touch +6 melee touch, or Kyuss's gift +1 ranged touch
Damage: Slam 1d6+6 and Kyuss's gift
Special Attacks/Actions: Create spawn, fear aura, Kyuss's gift
Abilities: Str 18, Dex 9, Con -, Int 6, Wis 11, Cha 15
Special Qualities: Curative transformation, fast healing 5, turn resistance +2, undead traits
Skills: Hide +5, Jump +7, Move Silently +5, and Spot +3
Advancement: 5-8 HD (Medium-size); 9-12 HD (Large)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, shamble (3-4), or horde (3-4 plus 1-6 Huge or larger zombies)
Monster Manual II
Spawn of Kyuss are disgusting undead creatures created by Kyuss, a powerful evil cleric turned demigod. Completely mad, the spawn of Kyuss wander caverns, crypts, and some times the open countryside searching for victims.
A spawn of Kyuss looks like a well-rotted zombie. Only once the monster is within 20 feet do the writhing, green worms crawling in and out of its skull orifices become apparent. A spawn of Kyuss is usually clad in rotted clothing, though a rare few wear decaying pieces of armor.
A cleric of 16th level or higher may use a create greater undead spell to create new spawn of Kyuss. This process requires maggots from the corpse of a diseased creature in addition to the normal material components.
Spawn of Kyuss split into multiple smaller groups when creating their own spawn, and it is rare to encounter more than three of them together. Occasionally a larger creature falls under the curse of a spawn of Kyuss and follows it as a normal zombie (see below).