Hulking Corpse (CR 9)
Alignment: Always chaotic evil
Initiative: +0; Senses: darkvision 60 ft.
AC: 21 (-1 size, +12 natural), touch 9, flat-footed 21
Hit Dice: 20d12+20 (150 hp); DR: 5/bludgeoning and magic
Fort +6, Ref +6, Will +13
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +10; Grapple +20
Attack: Bite +12 melee
Full Attack: Bite +12 melee and 2 claws +7 melee
Damage: Bite 2d6+13, claw 1d6+9
Special Attacks/Actions: Improved grab, rend
Abilities: Str 26, Dex 10, Con -, Int -, Wis 12, Cha 8
Special Qualities: mindless, undead traits
Feats: Improved Toughness; Power Attack
Advancement: 25-30 HD (Large); 31-60 HD (Huge)
Organization: Solitary or pair
Improved Grab (Ex): To use this ability, a hulking corpse must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity.
Mindless (Ex): Hulking corpses are mindless, having no Intelligence score, so they do not have any skills. A hulking corpse is immune to all mind-affecting spells and abilities.
Rend (Ex): A hulking corpse that wins a grapple check after a successful claw attack establishes a hold, latching onto the opponent's body and tearing the flesh. This attack deals an extra 3d6+12 points of damage.
A hulking corpse never employs subtlety or strategy. It bulls in, attempting to grab and rend its foes until they cease moving.
A hulking corpse normally attacks using its Power Attack feat, taking a -5 penalty on its attack rolls and gaining a +5 bonus on damage rolls.
Any undead army would be happy to recruit a hulking corpse. Its raw power combined with its mindless devotion to whatever master is powerful enough to command it ensures a swift victory over lesser foes. Of course, few can command a hulking corpse. Thus, these creatures are often found wandering the night, seeking only to crush, destroy, and rend.