| Hit Dice: | 10d12 (65 hp) |
| Initiative: | +1 |
| Speed: | 30 ft. (6 squares) |
| Armor Class: | 14 (+1 Dex, +3 natural) touch 11, flat-footed 13 |
| Base Attack/Grapple: | +5/+8 |
| Attack: | Slam +9 melee (1d6+3 plus 1d6 acid) |
| Full Attack: | 2 slams +9 melee (1d6+3 plus 1d6 acid) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Caustic blood, command undead, horrifying gaze, spit blood |
| Special Qualities: | Fast healing 4, immunity to acid, resistance to electricity and fire 15, turn resistance +2, undead traits |
| Saves: | Fort +3, Ref +4, Will +9 |
| Abilities: | Str 16, Dex 13, Con —, Int 13, Wis 14, Cha 15 |
| Skills: | Climb +16, Hide +14, Listen +14, Move Silently +18, Search +8, Spot +14; racial bonuses |
| Feats: | Alertness, Blind-Fight, Power Attack, Weapon Focus (slam) |
| Environment: | Underground |
| Organization: | Solitary, pair, or gang (3–6) |
| Challenge Rating: | 7 |
| Treasure: | None |
| Alignment: | Always chaotic evil |
| Advancement: | — ♊ |
| Level Adjustment: | — |
A quth-maren is a revolting undead creature created by clerics of Kiaransalee. These clerics are fond of flaying their enemies—removing every scrap of skin—and then animating them in this hideous form.
A quth-maren appears in the overall form it had in life, but it has no skin or exposed fat—just muscles over its skeleton. Caustic blood constantly oozes from its body. Unlike zombies, to which they bear a certain resemblance, quth-marens are neither mindless nor prone to decomposition.
A quth-maren fights fiercely but cleverly, making the best use of its spit blood attack and horrifying gaze attack before closing with an opponent. In groups, quth-marens gang up on a single enemy at a time, rather than distributing their attacks among a group of opponents.
Caustic Blood (Ex): Any target hit by a quth-maren’s slam attack takes 1d6 points of additional acid damage from the creature’s caustic blood. Creatures that hit a quth-maren with natural weapons or unarmed attacks also take 1d6 points of acid damage.
Command Undead (Su): A quth-maren commands undead as a 5th-level evil cleric. It cannot rebuke undead, but it can dispel turning or bolster other undead.
Horrifying Gaze (Su): A living creature within 30 feet that meets a quth-maren’s deathless gaze must succeed on a Will save (DC 17) or cower in fear. Cowering creatures lose their Dexterity bonus to Armor Class (if any) and can take no actions. Foes gain a +2 bonus on attack rolls to hit cowering characters.
Spit Blood (Ex): Once every 1d4 rounds, as a standard action, a quthmaren can spit a glob of its acidic blood as a grenadelike weapon attack. The quth-maren must make a ranged touch attack to hit its target. This attack has a range increment of 10 feet, with a maximum range of five range increments. The glob deals 2d6 points of acid damage on a direct hit, and 2 points of acid damage to all creatures within 5 feet of where it lands.
Skills: Quth-marens have a +4 racial bonus on Move Silently and Spot checks.
Source: Fiend Folio, page 139. Changes applied as per the D&D® v.3.5 Accessory Update.