Knollman
When the corpse rises strips of flesh fall away to expose bones. Its face retains enough meat to show its fury at your instrusion.

Knollman CR 8 (XP 4,800)
CE Medium undead
Init +9; Senses lifesense 60 ft.; Perception +13
Defense
AC 21, touch 15, flat-footed 16
(+5 Dex, +6 natural)
hp 102 (12d8+48)
Fort +7, Ref +9, Will +12
DR 5/slashing; Defensive Abilities +2 channel resistance; Immune undead traits
Offense
Speed 40 ft.
Melee 2 claws +15 (1d4+6 plus 1d6 negative energy plus 1 Str)
Special Attacks chill touch, entangle, leech
Statistics
Str 22, Dex 21, Con —, Int 5, Wis 14, Cha 16
Base Atk +8; CMB +14; CMD 29
Feats Alertness, Cleave, Improved Initiative, Iron Will, Toughness, Weapon Focus (claw)
Skills Perception +13, Stealth +14
Languages Common
Ecology
Environment ruins
Organization solitary
Treasure standard
Special Abilities
Chill Touch (Su) The bony hands of a knollman delivers an additional +1d6 of negative energy damage on a successful melee attack. Creatures struck must also succeed on a DC 19 Fortitude save or take 1 point of Strength damage. The save DC is Charisma-based.
Entangle (Su) The knollman is the master of his domain, and has the power to call forth the roots of the earth, which will entangle any creature within his burial mound. This power works as the spell of the same name, caster level 12th.
Leech (Su) Instead of making a normal attack, the knollman can make a ranged touch attack with a range of 30 ft. that draws the strength of its victim, causing 1d4 points of Strength damage. The Strength damage can be negated with a DC 19 Fortitude save. The save DC is Charisma-based.

Knollmen are broken spirits trapped in the mounds of ancient kings. They look much like human skeletons, though with pieces of rotten meat attached to the white bones. A white layer of spiderwebs coat the bones, as if spiders had lived there for a thousand years. The skull is the least rotten part of this creature, as it has wrinkled skin and eyeballs, even a layer of thin white hair.

These undead are angry spirits, protective of the mounds where they are trapped. Their existence is a curse, as they are bound by an oath to the king in whose mound they are trapped. They can never leave this place and must keep anyone from entering the inner sanctum. The mound is their domain and they control it completely. They often guard ancient treasures against thieves and grave robbers. A knollman fights fiercely, using all its powers to gain the upper hand and keep any from entering his king’s grave.

On Porphyra
Knollmen can be found throughout the ruins of Porphyra, any land destroyed by The Calling will contain numerous impromptu burial mounds of ancient and forgotten kings.