So, my version of the Huecuva is a bit different. I wanted an undead which feels different from a ghoul and from a wight, is pretty tough, and more importantly screws over clerics who try to turn everything that even looks like an undead. I don't like disease generally, as it's one more thing to track.
As usual, the number of special abilities stars is totally handwaved. I'm not super good at assigning those things. :-/
% In Lair: 70%
Dungeon: Assemblage (1d4) / Procession (1d8)
Wilderness: Procession (1d8) / Conclave (1d8)
Movement: 120' (40')
Hit Dice: 2***
Attacks: 2 (claws)
Damage: 1d4 energy drain/1d4 energy drain
Huecuva are the undead remains of clerics who were unfaithful to the tenets of their deities. In death, they are rewarded by Chaos with endless pain and a desire to slay those most like what they could not be- Lawful, faithful clerics.
Huecuva appear as worm-ridden, bloated corpses in the rotting cassocks and vestments of their orders. Invariably they wear twisted lead holy symbols- images perverted and cheapened from their original shapes and meanings. Three times per day, huecuva may mask their appearance as living clerics- though always with something subtly wrong, such as the vile smell of decay, a forked tongue, or blasphemous markings upon their flesh.
Huecuva are immune to turning attempts from Lawful clerics. Indeed, such attempts cause the cleric to save vs. Death or suffer 1d6 damage as unholy power cascades from the huecuva's battered frame. Multiple huecuvas can easily demolish an unwary cleric who attempts to drive them away.
The touch of a huecuva drains energy from the living. See my earlier blog post about Energy Drain. Fortunately, only Lawful clerics are able to return as huecuvas, which they do after 1d4 days.
Huecuva may only be harmed by magical weapons, spells, and weapons made of silver. Like other undead, they are immune to the effects of sleep, charm, and hold spells. Holy water deals double damage to a huecuva.
I've been listening to way too much Ghost lately.