Charnel Hound (CR 13)

Huge Undead
Alignment: Always chaotic evil
Initiative: +2 (Dex); Senses: darkvision 60 ft.

AC: 26 (-2 size, +2 Dex, +16 natural), touch 10, flat-footed 24
Hit Dice: 21d12+84 (220 hp); DR: 10/silver and magic
Fort +7, Ref +9, Will +12
Speed: 40 ft.
Space: 15 ft./10 ft.
Base Attack +10; Grapple +32
Attack: Bite +17 melee
Full Attack: Bite +17 melee and 2 claws +12 melee (Includes adjustments for Power Attack feat.)
Damage: Bite 2d8+19, Claw 2d6+12
Special Attacks/Actions: Body integration, rend 4d6+21
Abilities: Str 38, Dex 14, Con -, Int -, Wis 11, Cha 18
Special Qualities: Aversion to daylight, frightful presence, SR 23, undead traits, unholy toughness
Feats: Power Attack
Skills: -
Advancement: 22-31 HD (Huge); 32-63 HD (Gargantuan)
Climate/Terrain: Cold plains
Organization: Solitary, pair, or gang (3-4)
Treasure/Possessions: Standard

Source: Monster Manual III

Body Integration (Su): Whenever a charnel hound reduces a living humanoid foe of Large size or smaller to negative hit points, the foe must immediately make a DC 24 Fortitude saving throw. On a failed save, the victim's body is instantly absorbed into the form of the charnel hound, healing the charnel hound of points of damage equal to 3 x Hit Dice of the victim. This effect kills the victim, and makes it difficult for his companions to recover his body or equipment unless the charnel hound is defeated and the proper body pulled from the pile of resultant corpses. The save DC is Charisma-based.

Rend (Ex): A charnel hound that hits with both claw attacks latches onto the opponent's body and tears its flesh. This automatically deals an extra 4d6+21 points of damage.

Aversion to Daylight (Ex): Charnel hounds loathe daylight. If exposed to natural daylight (nor merely a daylight spell), a charnel hound takes a -4 penalty on all attack rolls, saving throws, and skill checks.

Frightful Presence (Su): A charnel hound can inspire terror by charging or attacking. Affected creatures must succeed on a DC 24 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the charnel hound. The save DC is Charisma-based.

Unholy Toughness (Ex): A charnel hound gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.

A charnel hound savages any living creatures it encounters. When it overcomes its foes (especially humanoids) it immediately integrates the foe into its own body, even if the foe is not quite dead yet.

A charnel hound uses its Power Attack feat to normally attack with a -5 penalty on its attack rolls, gaining a +5 bonus on damage rolls.

Charnel hounds are a stunning achievement of some crazed necromancer or god of death. Their very presence is a proclamation of necromantic power. The way in which the bodies making up a charnel hound's form sometimes scream, mutter, and jerk serves to horrify and frighten onlookers.

Charnel hounds, once created, are self-sufficient engines of undead destruction found at night roaming plains where battles have been fought, or loose in underground areas large enough to accommodate their bulk. During the day, they dig themselves great burrows to escape the sun. When clerics or necromancers are powerful enough to command a charnel hound, it is often used as a guardian.

A charnel hound is about 20 feet tall and weighs about 35,000 pounds.