Forlorn Husk (CR 4)
AC: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Hit Dice: 3d12 (19 hp); DR: 5/magic
Fort +1, Ref +4, Will +4
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +5
Attack: Claw +5 melee
Full Attack: 2 claws +5 melee and bite +3 melee
Damage: Claw 1d6+4, bite 1d4+2
Special Attacks/Actions: Create spawn, improved grab, water drain
Abilities: Str 18, Dex 17, Con -, Int 11, Wis 13, Cha 10
Special Qualities: drawn to water, fast healing 2, spider climb, undead traits
Feats: Alertness; Multiattack
Skills: Hide +6, Listen +6, Move Silently +6, and Spot +6
Advancement: By character class
Climate/Terrain: Warm deserts
Organization: Solitary or pair
Create Spawn (Su): A humanoid or monstrous humanoid slain by the dessication damage caused by a forlorn husk's water drain attack rises as a forlorn husk 1d2 days later.
Drawn to Water (Ex): If presented with a source of visible water, a forlorn husk must attempt a DC 15 Will save; if it fails, it relinquishes its grip on any victim it might have and goes after the water instead (possibly attempting to disarm the creature holding it). The forlorn husk then spends its next turn drinking the water as a full-round action. A forlorn husk can even be tricked into drinking holy water in this fashion, though it is allowed a DC 15 Wisdom check to see if it notices that it is about to drink something that can harm it. A forlorn husk that is attacked before it can drink the water immediately turns to that foe and resumes its attacks. Only if left unassaulted during this turn does it consume the water it seizes.
Improved Grab (Ex): To use this ability, a forlorn husk must hit a creature with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it gets a hold and can drain water from the victim.
Spider Climb (Su): A forlorn husk can climb sheer surfaces as though under the effect of a spider climb spell.
Water Drain (Ex): If a living target has an open wound, a forlorn husk can drain moisture from the victim by making a successful grapple check. Each such attack deals 2d6 points of dessication damage to the victim. On each such successful attack, the forlorn husk gains 5 temporary hit points that last for up to 1 hour.
A forlorn husk is virtually fearless in its quest for moisture, sneaking into camps and houses to attack sleeping victims, then creeping out again just as quietly, leaving behind desiccated corpses. After dealing claw or bite damage, a forlorn husk attempts to grapple its victim, sucking the creature's body fluids out through the open wound.
A forlorn husk can sometimes be tricked away from a victim by presenting it with water, as described in the drawn to water ability, below.
A forlorn husk sometimes results when a humanoid dies of thirst in the desert. Wild and savage, it roams the sands seeking the moisture it was denied in life. Equipped with sharp teeth and claws, a forlorn husk slaughters the living to drink the body fluids that quench its unholy thirst.
A forlorn husk appears mostly the same as it did in life, except that its skin takes on a parchmentlike quality, its teeth and fingernails develop wicked points, and its eyes gleam with a pale green luminescence.