Undead, Alchemical (CR 6)
Alignment: Usually neutral evil
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +9, and Spot +9
AC: 19(+1 Dex, +8 natural), touch 11, flat-footed 18
Hit Dice: 9d12+3 (61 hp); DR: 5/magic
Fort +3, Ref +4, Will +7
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +9
Attack: 2 claws +9 melee
Damage: Melee 2 claws 1d8+5 plus 1d6 alchemical
Special Attacks/Actions: Power Attack, alchemical claws, alchemical breath
Abilities: Str 21, Dex 12, Con -, Int 9, Wis 12, Cha 14
Special Qualities: undead traits, deathburst
Feats: Alertness, Improved Initiative, Power Attack, Toughness
Skills: Climb +17, Jump +17, Listen +9, and Spot +9
Advancement: 10-18 HD (Medium)
Climate/Terrain: Any land and underground
Alchemical Claws (Ex): The claws of an alchemical undead are coated in a noxious chemical. Anyone struck by these claws takes 1d6 points of acid, cold, electricity, or fire damage. The type of damage is determined randomly when the undead is created and cannot be changed.
Alchemical Breath (Ex): Once per day, an alchemical undead can release a torrent of alchemical soup from its mouth. This 15-foot cone deals 6d6 points of acid, cold, electricity, or fire damage (the same type as its claws). A DC 16 Reflex save halves this damage. The save DC is Charisma-based.
Deathburst(Ex) When an alchemical undead is reduced to 0 hit points or less it bursts, spraying everything within 10 feet with a disgusting mix of alchemical fluid and dead tissue. Anyone in this area takes 2d6 points of acid, cold, electricity, or fire damage (the same type as its claws) and is nauseated for 1d4 rounds. A DC 16 Fortitude save halves the damage and negates the nauseated effect. The save DC is Charisma-based.