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View Full Version : [PF] Husk Undead Template Need CR Adjustment and Examples



Certified
2013-03-29, 10:10 PM
Working for a new template for creatures in the current campaign. The set up is as such:

The Hungering God's Avatar was released upon the world. Though defeated it provided a gateway for the Eternal Hunger to feast on an already blighted forest and surrounding area. His Hunger is such that it drained from the land and all that still lived there the very life essence that animated the world leaving behind only a Husk.

Here is the Template:

Husk

Husks are the empty remains of creatures whose life essence have been drained away by the God of Hunger leaving only an empty chrysalis like shell behind. The empty outlines of muscle, organs and sinew float within the form hanging suspended in glistening body.

Creating A Husk

Alignment: Always Neutral Evil.

Armour Class: +2 Natural Armour

Hit Dice: Husks retain any Hit Dice from Class Levels. Racial HD to d8s. A Husk uses its Cha modifier (instead of its Con modifier) to determine bonus hit points.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Defensive Abilities: A Husk DR 5/magic and bludgeoning and immunity to Acid and Cold. It also gains all of the standard immunities and traits possessed by undead creatures.

Speed: All movement types are retained.

Attacks: A Husk retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A creature with hands gains one claw attack per hand; the Husk can strike with each of its claw attacks at its full attack bonus. A claw attack deals damage depending on the Husk’s size (see Natural Attacks). If the base creature already had claw attacks with its hands, use the Husk’s claw damage only if it's better.

Special Attacks: A Husk retains the base creature's special attacks and gains the following three Special Attacks:

Channel Negative Energy (Su) As a standard action, a Husk can channel negative energy in a 30-foot burst as an evil cleric equal to half their total Hit Dice. This ability requires no divine focus. The save DC is Charisma-based.

Desiccation Aura (Su) Hunger and Starvation radiate from within the Husk in a 30-foot radius. Living creatures within this area must make a Fortitude save or take 1d4 points of Constitution damage as the life force is siphoned from their flesh. Whether or not the save is successful, a creature cannot be affected again by the same Husk's desiccation aura for 24 hours. The save DC is Charisma-based.

Life-Draining Touch (Su) A ever hungers for the vitality stripped from them and is capable of sapping the life force of creatures. Every time a creature takes damage from a Husk’s natural attacks, it must make a Will Save or gains one negative level. The hollow serpent also gains 5 temporary hit points for each negative level it bestows. The save DC is Charisma-based. Creatures killed by a Husk’s Touch will rise again on the first New Moon after their death as a Husk.

Abilities: A Husk’s Dexterity increases by +2. It has no Constitution score.

BAB: A Husk’s base attack bonus is equal to 3/4 of its racial Hit Dice + any Bonus gained from Class Levels.

Skills: A Husk retains any skills it possessed.

Feats: A Husk retains any Feats it possessed.

Special Qualities: A Husk retains any Special Qualities it possessed.

Environment: The Glass Mash.

Organization: Any.

Treasure: Generally none, sometimes a sentient Husk will retain any equipment it had in life.

Right now I'm trying to decide what the CR adjustment should be for this template and a few example creatures. Any help would be appreciated.

For those wanting extra background here is the description of the Hunger God.

Thato
Titles: The Consuming, The Eternal Hunger
Alignment: Chaotic Evil
Portfolio: Feasts, Food, Devouring, Gluttony, The End of Things
Worshipers: Blight Druids, Carousers, Hedonists, Restaurateurs
Cleric Alignments: CE, CN, NE
Holy Symbol: The Knife Impaled Hand
Domains: Chaos, Community, Death, Earth, Evil, Repose
Favored Weapon: Battleaxe.

Lore:
The origins of Thato are a mystery. Followers of the Consuming God say that he is a true God, a Progenitor that has slipped the eye of Edo. Of course the High Church offers a different theory in that Thato is a manifestation of gluttony and starvation that plagues the world.

The Eternal Hunger sits at the lowest point of the Infernal planes on the edge of the Void. The realm itself is a living set of mandibles and jaws tearing at anything living thing that should enter as food for the God. The plane of Hunger strips away the detritus of the other Infernal planes in its never ending consumption. In the center few by billions of mouths is Thato ever watchful and waiting for the next grand meal.

Relationships:
Only Kalibol has dared venture into Thato’s realm. Some priests of Kalibol say that they are in fact twins and that only the Eternal Spring can sate the appetite of his brother Thato. As Thato makes no claims to power, Hydred does not interfere with Thato. In truth, Thato serves an almost symbiotic relationship with the Infernal Planes as chitinous mouths slip out of the Hunger to feed on the carrion above.

Appearance:
A short undernourished child with distended belly from hunger, his hair falls out in clumps due to malnutrition. His smile reveals thousands of gleaming razors for teth.

Worship:
Priests of Thato offer starved creatures in tribute to the Eternal Hunger. Some sects ritually starve themselves drawing nourishment from divine connection alone. Other cults of Hunger hunt worshipers of Kalibol torturing them as sacrifices to consumption.

Certified
2013-03-30, 08:04 AM
A few examples

DIRE RAT HUSK CR ?
XP ?
NE Small undead animal
Init +4; Senses low-light vision, scent; Perception +4
DEFENSE
AC 17, touch 15, flat-footed 13 (+2 Natural, +4 Dex, +1 size)
hp 2 (1d8+1)
Fort +0, Ref +4, Will +3

Defensive Abilities: DR 5/bludgeoning, immunity to Acid and Cold. Standard immunities and traits possessed by undead creatures.

OFFENSE
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +1 (1d4 plus disease)
Special Attacks disease
Desiccation Aura (Su) Hunger and Starvation radiate from within the Husk in a 30-foot radius. Living creatures within this area must make a Fortitude DC 7 save or take 1d4 points of Constitution damage as the life force is siphoned from their flesh. Whether or not the save is successful, a creature cannot be affected again by the same Husk's desiccation aura for 24 hours. The save DC is Charisma-based.

Life-Draining Touch (Su) A ever hungers for the vitality stripped from them and is capable of sapping the life force of creatures. Every time a creature takes damage from a Husk’s natural attacks, it must make a Will Save DC 7 or gains one negative level. The hollow serpent also gains 5 temporary hit points for each negative level it bestows. The save DC is Charisma-based. Creatures killed by a Husk’s Touch will rise again on the first New Moon after their death as a Husk.

STATISTICS
Str 10, Dex 19, Con -, Int 2, Wis 13, Cha 4
Base Atk +0; CMB –1; CMD 13 (17 vs. trip)
Feats Skill Focus (Perception)
Skills Climb +11, Perception +4, Stealth +11, Swim +11; Racial Modifiers uses Dex to modify Climb and Swim
ECOLOGY
Environment any urban
Organization solitary or pack (2–20)
Treasure none
SPECIAL ABILITIES
Disease (Ex) Filth fever: Bite—injury; save Fort DC 5; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Dire rats grow up to 2 feet long and weigh up to 25 pounds. They are common menaces in dungeons and city sewers alike.

WORG HUSK CR ?
XP ?
NE Medium magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +11
DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 18 (4d8)
Fort +1, Ref +7, Will +6

Defensive Abilities: DR 5/bludgeoning, immunity to Acid and Cold. Standard immunities and traits possessed by undead creatures.

OFFENSE
Speed 50 ft.
Melee bite +7 (1d6+4 plus trip)
Special Attacks:
Channel Negative Energy (Su) As a standard action, a Husk can channel 1d6 negative energy DC 12 3 times per day in a 30-foot burst as an evil cleric equal to half their total Hit Dice. This ability requires no divine focus. The save DC is Charisma-based.

Desiccation Aura (Su) Hunger and Starvation radiate from within the Husk in a 30-foot radius. Living creatures within this area must make a Fortitude save DC 12 or take 1d4 points of Constitution damage as the life force is siphoned from their flesh. Whether or not the save is successful, a creature cannot be affected again by the same Husk's desiccation aura for 24 hours. The save DC is Charisma-based.

Life-Draining Touch (Su) A ever hungers for the vitality stripped from them and is capable of sapping the life force of creatures. Every time a creature takes damage from a Husk’s natural attacks, it must make a Will Save DC 12 or gains one negative level. The hollow serpent also gains 5 temporary hit points for each negative level it bestows. The save DC is Charisma-based. Creatures killed by a Husk’s Touch will rise again on the first New Moon after their death as a Husk.

STATISTICS
Str 17, Dex 17, Con -, Int 6, Wis 14, Cha 10
Base Atk +4; CMB +7; CMD 20 (24 vs. trip)
Feats Run, Skill Focus (Perception)
Skills Perception +11, Stealth +9, Survival +5; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Common, Goblin
ECOLOGY
Environment temperate forests and plains
Organization solitary, pair, or pack (3–11)
Treasure incidental


OWLBEAR HUSK CR ?
XP ?
NE Large magical beast
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +12
DEFENSE
AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
hp 47 (5d10+20)
Fort +3, Ref +6, Will +7

Defensive Abilities: DR 5/bludgeoning, immunity to Acid and Cold. Standard immunities and traits possessed by undead creatures.

OFFENSE
Speed 30 ft.
Melee 2 claws +8 (1d6+4 plus grab), bite +8 (1d6+4)
Space 10 ft.; Reach 5 ft.

Special Attacks:
Channel Negative Energy (Su) As a standard action, a Husk can channel 2d6 negative energy DC 12 3 times per day in a 30-foot burst as an evil cleric equal to half their total Hit Dice. This ability requires no divine focus. The save DC is Charisma-based.

Desiccation Aura (Su) Hunger and Starvation radiate from within the Husk in a 30-foot radius. Living creatures within this area must make a Fortitude save DC 12 or take 1d4 points of Constitution damage as the life force is siphoned from their flesh. Whether or not the save is successful, a creature cannot be affected again by the same Husk's desiccation aura for 24 hours. The save DC is Charisma-based.

Life-Draining Touch (Su) A ever hungers for the vitality stripped from them and is capable of sapping the life force of creatures. Every time a creature takes damage from a Husk’s natural attacks, it must make a Will Save DC 12 or gains one negative level. The hollow serpent also gains 5 temporary hit points for each negative level it bestows. The save DC is Charisma-based. Creatures killed by a Husk’s Touch will rise again on the first New Moon after their death as a Husk.


STATISTICS
Str 19, Dex 14, Con -, Int 2, Wis 12, Cha 10
Base Atk +5; CMB +10 (+14 grapple); CMD 22 (26 vs. trip)
Feats Improved Initiative, Great Fortitude, Skill Focus (Perception)
Skills Perception +12
ECOLOGY
Environment temperate forests
Organization solitary, pair, or pack (3–8)
Treasure incidental

DIRE BEAR HUSK (CAVE BEAR) CR ?
XP ?
NE Large animal
Init +6; Senses low-light vision, scent; Perception +12
DEFENSE
AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
hp 36 (8d8)
Fort +3, Ref +9, Will +8

Defensive Abilities: DR 5/bludgeoning, immunity to Acid and Cold. Standard immunities and traits possessed by undead creatures.

OFFENSE
Speed 40 ft.
Melee 2 claws +13 (1d6+7 plus grab), bite +13 (1d8+7)
Space 10 ft.; Reach 5 ft.

Special Attacks:
Channel Negative Energy (Su) As a standard action, a Husk can channel 5d6 negative energy DC 15 3 times per day in a 30-foot burst as an evil cleric equal to half their total Hit Dice. This ability requires no divine focus. The save DC is Charisma-based.

Desiccation Aura (Su) Hunger and Starvation radiate from within the Husk in a 30-foot radius. Living creatures within this area must make a Fortitude save DC 15 or take 1d4 points of Constitution damage as the life force is siphoned from their flesh. Whether or not the save is successful, a creature cannot be affected again by the same Husk's desiccation aura for 24 hours. The save DC is Charisma-based.

Life-Draining Touch (Su) A ever hungers for the vitality stripped from them and is capable of sapping the life force of creatures. Every time a creature takes damage from a Husk’s natural attacks, it must make a Will Save DC 15 or gains one negative level. The hollow serpent also gains 5 temporary hit points for each negative level it bestows. The save DC is Charisma-based. Creatures killed by a Husk’s Touch will rise again on the first New Moon after their death as a Husk.

STATISTICS
Str 25, Dex 15, Con -, Int 2, Wis 12, Cha 10
Base Atk +7; CMB +15 (+19 grapple); CMD 27 (31 vs. trip)
Feats Endurance, Improved Initiative, Iron Will, Run, Skill Focus (Perception)
Skills Perception +12, Swim +19; Racial Modifiers +4 Swim
ECOLOGY
Environment cold forests
Organization solitary or pair
Treasure incidental

Jane_Smith
2013-03-30, 10:04 AM
Sounds to me like this god of yours needs a super vicious gibber mouther subspecies renamed the "Ravenous Hunger", covered in teeth and tongues that acts like a giant ball of hungry piranhas.

Certified
2013-03-30, 01:25 PM
Sounds to me like this god of yours needs a super vicious gibber mouther subspecies renamed the "Ravenous Hunger", covered in teeth and tongues that acts like a giant ball of hungry piranhas.

That is a good suggestion. If the PCs go snooping beyond the Glass Marsh I am likely to incorporate the beasties.

A few more examples, from the town that was there. Having put together several of these now, I'm leaning towards a +1 CR.

FARMER HUSK CR ?
XP ?
Human commoner 1/expert 1
NE Medium undead humanoid
Init +1; Senses Perception +1
DEFENSE
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 6 (2 HD, 1d6+1d8-2)
Fort +0, Ref +1, Will +4

Defensive Abilities: DR 5/bludgeoning, immunity to Acid and Cold. Standard immunities and traits possessed by undead creatures.

OFFENSE
Speed 30 ft.
Melee club +0 (1d6) or sickle +0 (1d6)
Ranged sling +1 (1d4) or club +1 (1d6)

Special Attacks:
Channel Negative Energy (Su) As a standard action, a Husk can channel 1d6 negative energy DC 9 2 times per day in a 30-foot burst as an evil cleric equal to half their total Hit Dice. This ability requires no divine focus. The save DC is Charisma-based.

Desiccation Aura (Su) Hunger and Starvation radiate from within the Husk in a 30-foot radius. Living creatures within this area must make a Fortitude save DC 9 or take 1d4 points of Constitution damage as the life force is siphoned from their flesh. Whether or not the save is successful, a creature cannot be affected again by the same Husk's desiccation aura for 24 hours. The save DC is Charisma-based.

Life-Draining Touch (Su) A ever hungers for the vitality stripped from them and is capable of sapping the life force of creatures. Every time a creature takes damage from a Husk’s natural attacks, it must make a Will Save DC 9 or gains one negative level. The husk also gains 5 temporary hit points for each negative level it bestows. The save DC is Charisma-based. Creatures killed by a Husk’s Touch will rise again on the first New Moon after their death as a Husk.

STATISTICS
Str 11, Dex 12, Con -, Int 10, Wis 13, Cha 9
Base Atk +0; CMB +0; CMD 11
Feats Animal Affinity, Skill Focus (Profession [farmer])
Skills Craft (carpentry) +5, Handle Animal +6, Heal +5, Knowledge (local) +4, Knowledge (nature) +4, Profession (farmer) +9, Ride +7
Languages Common
Gear club, sickle, sling with 10 bullets, heavy horse, wagon

GUARD CR ?
XP ?
Undead Human warrior 3
NE Medium undead humanoid
Init +2; Senses Perception +3
DEFENSE
AC 20, touch 10, flat-footed 20 (+8 armor, +2 natural)
hp 15 (3d10-3)
Fort +3, Ref +2, Will +1

Defensive Abilities: DR 5/bludgeoning, immunity to Acid and Cold. Standard immunities and traits possessed by undead creatures.

OFFENSE
Speed 20 ft.
Melee halberd +5 (1d10+3/×3) or heavy flail +5 (1d10+3/19–20) or sap +5 (1d6+2 nonlethal)
Ranged heavy crossbow +4 (1d10/19–20)

Special Attacks:
Channel Negative Energy (Su) As a standard action, a Husk can channel 1d6 negative energy DC 10 2 times per day in a 30-foot burst as an evil cleric equal to half their total Hit Dice. This ability requires no divine focus. The save DC is Charisma-based.

Desiccation Aura (Su) Hunger and Starvation radiate from within the Husk in a 30-foot radius. Living creatures within this area must make a Fortitude save DC 10 or take 1d4 points of Constitution damage as the life force is siphoned from their flesh. Whether or not the save is successful, a creature cannot be affected again by the same Husk's desiccation aura for 24 hours. The save DC is Charisma-based.

Life-Draining Touch (Su) A ever hungers for the vitality stripped from them and is capable of sapping the life force of creatures. Every time a creature takes damage from a Husk’s natural attacks, it must make a Will Save DC 10 or gains one negative level. The husk also gains 5 temporary hit points for each negative level it bestows. The save DC is Charisma-based. Creatures killed by a Husk’s Touch will rise again on the first New Moon after their death as a Husk.

STATISTICS
Str 14, Dex 13, Con -, Int 9, Wis 10, Cha 8
Base Atk +3; CMB +5 (+7 sunder); CMD 16 (18 vs. sunder)
Feats Alertness, Improved Sunder, Power Attack
Skills Intimidate +5, Perception +3, Ride –3, Sense Motive +2
Languages Common
Combat Gear potions of cure light wounds (2); Other Gear half-plate, heavy crossbow with 10 bolts, halberd, heavy flail, sap, 5 gp

GUARD OFFICER HUSK CR 3
XP 800
Undead Human fighter 4
NE Medium undead humanoid
Init +2; Senses Perception +3
DEFENSE
AC 23, touch 12, flat-footed 22 (+9 armor, +2 Dex, +2 natural)
hp 30 (4d10+8)
Fort +6, Ref +3, Will +1; +1 vs. fear
Defensive Abilities bravery +1
DR 5/bludgeoning, immunity to Acid and Cold. Standard immunities and traits possessed by undead creatures.

OFFENSE
Speed 20 ft.
Melee mwk guisarme +9 (2d4+5/×3) or sap +7 (1d6+3 nonlethal)
Ranged net +6 ranged touch (entangle) or javelin +6 (1d6+2)
Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)

Special Attacks:
Channel Negative Energy (Su) As a standard action, a Husk can channel 1d6 negative energy DC 13 4 times per day in a 30-foot burst as an evil cleric equal to half their total Hit Dice. This ability requires no divine focus. The save DC is Charisma-based.

Desiccation Aura (Su) Hunger and Starvation radiate from within the Husk in a 30-foot radius. Living creatures within this area must make a Fortitude save DC 13 or take 1d4 points of Constitution damage as the life force is siphoned from their flesh. Whether or not the save is successful, a creature cannot be affected again by the same Husk's desiccation aura for 24 hours. The save DC is Charisma-based.

Life-Draining Touch (Su) A ever hungers for the vitality stripped from them and is capable of sapping the life force of creatures. Every time a creature takes damage from a Husk’s natural attacks, it must make a Will Save DC 13 or gains one negative level. The husk also gains 5 temporary hit points for each negative level it bestows. The save DC is Charisma-based. Creatures killed by a Husk’s Touch will rise again on the first New Moon after their death as a Husk.


STATISTICS
Str 16, Dex 15, Con -, Int 10, Wis 10, Cha 12
Base Atk +4; CMB +7; CMD 19
Feats Combat Reflexes, Dazzling Display, Exotic Weapon Proficiency (net), Skill Focus (Intimidate), Weapon Focus (guisarme), Weapon Specialization (guisarme)
Skills Intimidate +11, Perception +3, Ride +2, Sense Motive +2
Languages Common
SQ armor training 1
Combat Gear potion of cure light wounds; Other Gear full plate, masterwork guisarme, javelin, nets (2), sap

TRAPPER HUSK CR ?
XP ?
Undead Human ranger 4
N Medium undead humanoid
Init +3; Senses Perception +7
DEFENSE
AC 20, touch 14, flat-footed 16 (+3 armor, +3 Dex, +1 dodge, +1 shield, +2 natural)
hp 26 (4d10+4)
Fort +4, Ref +7, Will +2

Defensive Abilities: DR 5/bludgeoning, immunity to Acid and Cold. Standard immunities and traits possessed by undead creatures.

OFFENSE
Speed 30 ft.
Melee mwk battleaxe +7 (1d8+2/×3) or handaxe +6 (1d6+2/×3)
Ranged mwk composite longbow +8 (1d8+2/×3) or throwing axe +7 (1d6+2)
Special Attacks favored enemy (animals +2)
Ranger Spells Prepared (CL 1st; concentration +2)
1st—charm animal (DC 12)

Channel Negative Energy (Su) As a standard action, a Husk can channel 1d6 negative energy DC 12 3 times per day in a 30-foot burst as an evil cleric equal to half their total Hit Dice. This ability requires no divine focus. The save DC is Charisma-based.

Desiccation Aura (Su) Hunger and Starvation radiate from within the Husk in a 30-foot radius. Living creatures within this area must make a Fortitude save DC 12 or take 1d4 points of Constitution damage as the life force is siphoned from their flesh. Whether or not the save is successful, a creature cannot be affected again by the same Husk's desiccation aura for 24 hours. The save DC is Charisma-based.

Life-Draining Touch (Su) A ever hungers for the vitality stripped from them and is capable of sapping the life force of creatures. Every time a creature takes damage from a Husk’s natural attacks, it must make a Will Save DC 12 or gains one negative level. The Husk also gains 5 temporary hit points for each negative level it bestows. The save DC is Charisma-based. Creatures killed by a Husk’s Touch will rise again on the first New Moon after their death as a Husk.

STATISTICS
Str 14, Dex 17, Con -, Int 10, Wis 13, Cha 10
Base Atk +4; CMB +6; CMD 20
Feats Deadly Aim, Dodge, Endurance, Mobility, Point Blank Shot
Skills Climb +10, Craft (traps) +9, Handle Animal +6, Heal +8, Perception +7, Profession (trapper) +8, Ride +6, Stealth +8, Survival +8 (+10 to follow tracks), Swim +6
Languages Common
SQ favored terrain (woods +2), hunter's bond (badger animal companion), track +2, wild empathy +4
Combat Gear black adder venom (1 dose), scrolls of cure light wounds (2), scrolls of speak with animals (2); Other Gear masterwork studded leather, masterwork buckler, masterwork battleaxe, masterwork composite longbow (+1 Str) with 20 arrows, throwing axes (2), climber's kit, healer's kit, masterwork trapmaking tools

STORM SORCERER HUSK CR ?
XP ?
Undead Elf sorcerer 6
NE Medium undead humanoid (elf)
Init +7; Senses low-light vision; Perception +4
DEFENSE
AC 21, touch 15, flat-footed 17 (+4 armor, +1 deflection, +3 Dex, +1 dodge, +2 natural)
hp 47 (6d6+24)
Fort +3, Ref +6, Will +7; +2 vs. enchantments
Immune sleep; Resist electricity 10 DR 5/bludgeoning, immunity to Acid and Cold. Standard immunities and traits possessed by undead creatures.

OFFENSE
Speed 30 ft.
Melee spear +2 (1d8–1/×3)
Ranged mwk longbow +7 (1d8/×3)
Bloodline Spell-Like Abilities (CL 6th; concentration +9)
6/day—elemental ray (1d6+3 electricity)
Sorcerer Spells Known (CL 6th; concentration +9)
3rd (4/day)—lightning bolt (DC 17)
2nd (6/day)—gust of wind (DC 16), scorching ray (electricity), spectral hand
1st (7/day)—burning hands (electricity; DC 15), mage armor, magic missile, obscuring mist, shocking grasp
0 (at will)—acid splash (electricity), dancing lights, detect magic, light, mage hand, ray of frost (electricity), read magic
Bloodline elemental (air)

Base Statistics Without mage armor, the sorcerer's base statistics are AC 18, touch 15, flat-footed 13.

Special Attacks:
Channel Negative Energy (Su) As a standard action, a Husk can channel 2d6 negative energy DC 16 6 times per day in a 30-foot burst as an evil cleric equal to half their total Hit Dice. This ability requires no divine focus. The save DC is Charisma-based.

Desiccation Aura (Su) Hunger and Starvation radiate from within the Husk in a 30-foot radius. Living creatures within this area must make a Fortitude save DC 16 or take 1d4 points of Constitution damage as the life force is siphoned from their flesh. Whether or not the save is successful, a creature cannot be affected again by the same Husk's desiccation aura for 24 hours. The save DC is Charisma-based.

Life-Draining Touch (Su) A ever hungers for the vitality stripped from them and is capable of sapping the life force of creatures. Every time a creature takes damage from a Husk’s natural attacks, it must make a Will Save DC 16 or gains one negative level. The husk also gains 5 temporary hit points for each negative level it bestows. The save DC is Charisma-based. Creatures killed by a Husk’s Touch will rise again on the first New Moon after their death as a Husk.

STATISTICS
Str 8, Dex 17, Con -, Int 12, Wis 12, Cha 16
Base Atk +3; CMB +2; CMD 17
Feats Dodge, Eschew Materials, Improved Initiative, Spell Focus (evocation)
Skills Fly +10, Knowledge (arcana) +9, Linguistics +2, Perception +4, Spellcraft +10 (+12 to identify magic item properties)
Languages Auran, Common, Draconic, Elven
SQ bloodline arcana (change energy damage spells to electricity), elven magic, weapon familiarity
Combat Gearscroll of fly, scroll of gaseous form, scroll of levitate; Other Gear masterwork longbow with 20 arrows, spear, cloak of resistance +1, ring of protection +1; 375 gp