Some of the first struck down by the marut were dark sorcerers from an age where magic was still new to mortals. Their souls and their magic clung to the mortal realms and festered. After untold ages, they have grown strong enough to walk the earth once more. While their minds and their names are forever lost, the will to live remains, and they seek sacrifice.
Culler
Medium undead (Evil, Unliving)
Init +6; Senses DV 60', Perception +10; Spd 30'
hp 95 (10d8+50); AC 24 (+3 Dex, +11 nat); SV +7/+8/+9; DR 10/-; Vulnerable positive energy
Melee 2 Slams +17 (1d4+13 plus grave wound)
Str 31, Dex 17, Con 18, Int 7, Wis 14, Cha 22; BAB +7; CMB +17; CMD 30
Feats Improved Initiative, Toughness, Deflect Arrows, Lightning Reflexes, Combat Reflexes
Skills Climb +15, Intimidate +13, Perception +10, Stealth +14
Description The skull of some woodland animal for a head and its otherwise human body covered in mangy fur, usually concealed by a robe.
- Grave Wound (Su) Damage dealt by the Culler's unarmed melee attacks inflict persistent wounds that cause 2 points of bleed damage. Bleed caused from a grave wound is particularly difficult to staunch - a DC 20 Heal check stops the damage, and any attempt to heal a creature suffering from a grave wound must succeed on a DC 20 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim. Any creature that dies while suffering from a bleed effect from a grave wound rises in 1d4 rounds as a zombie.
Sacrificial Vigor (Su) Whenever a Culler kills a living humanoid creature, it gains 1d4 points of Constitution. These points are lost at the rate of 1 per hour.
Entralling Psalm (Su) As a standard action, a Culler can begin singing a wordless melody, spending a swift action each round to maintain the song. All creatures within a 300' spread must make a Will save (DC 21) or become entralled. A successful save renders the creature immune to this ability for 24 hours. While enthralled, the creature approaches the Culler in the most direct means available. If the route would take them into direct danger, such as over a cliff, then the creature is permitted a second save to break out of the enthrall effect. If multiple creatures are enthralled at once, they organize themselves in adjacent squares so as to maximize proximity to the Culler. Once the creature is sufficiently close, they will kneel in supplication and take no other actions other than to defend itself. An enthralled creature within 5' of the Culler offers no resistance to its attacks, counting as helpless. This effect lasts for as long as the Culler sings and for 1 round afterward. This is a Charisma-based, mind-affecting fear effect.
Death Curse (Su) When destroyed, all creatures in a 120’ spread must make a Will save (DC 21) or be afflicted with mummy rot with the same DC. Any creature that dies while afflicted will spawn a dread wraith (giant advanced wraith). This is a Charisma-based ability.
As a reminder, this is the Unliving subtype from the Tome of Necromancy.
Unliving (subtype) An Unliving creature is an undead that mimics many of the capacities of a living creature without truly being alive. An unliving creature has the following game effects:
[*] Unliving creatures have a metabolism of sorts, and thus have a Constitution score, their Fortitude save and hit points being based on such rather than Charisma like regular undead
[*] Unliving creatures require food (often blood or flesh) and sleep, and are vulnerable to magical sleep effects even if they are otherwise immune to mind affecting effects.
[*] Unliving creatures have at least one vital organ, and are subject to critical hits from attackers with at least one rank in Knowledge (Religion).
[*] Not destroyed upon reaching 0 it points, though its existence still ends if it reaches -10 as normal.
[*] Subject to subdual damage, but can benefit from the Regeneration ability as normal.