BOZ
Creature Cataloguer
i'll make it low-light vision only and keep things consistent. i didn't see any reference to infravision or anything in the original sources (see below). as for the DR, now that i look at it, the description makes it sound more like it should be "slashing and magic" - you'll see, no doubt. 
X5 – Temple of Death:
Dusanu*
Armor Class: 4
Hit Dice: 9+2*
Move: 120' (40')
Attacks: 2 claws + special
Damage: 1-8/1-8 + special
No, Appearing: 2-4 (0)
Save As: Fighter: 9
Morale: 10
Treasure Type: B
Alignment: Chaotic
The dusanu, or rot fiend, looks like a mold-encrusted skeleton, dressed in a tattered cloak. Its eyes shine with a flickering blue light. The air near a dusanu is tinged with the spores of its dry rot. Dusanu are intelligent and very cunning. In combat, they attack with their mold-covered claws, At the same time, they release spores that fill a 5’ radius circle. Any player in this radius must save vs. Poison. Those who fail to save suffer 1d8 points of damage and become infected. Players do not show any outward signs of infection for 2-4 days. However, during that time, any cure wounds spells cast on the player have no effect. At the end of this time, mold erupts from the player's skin. Each day the player must save vs. Death. If the character fails to save, the mold covers his entire body. The player dies and in 1-3 days rises again as a dusanu. All memories and abilities are lost. You should control the player. A cure disease kills the spores.
A dusanu has soft, spongy bones and so only takes ½ damage from blunt weapons (maces, hammers, etc.). Other non-magical weapons cause only one point of damage. Magical edged weapons do full damage. Electrical attacks cause no damage.
AC9 – Creature Catalogue:
DUSANU*
Armour Class: 4
Hit Dice: 9,+2**
Move: 120' (40’)
Attacks: 2 claws, + special
Damage: 1-8/ 1 -A + special
No. Appearing: 2-4 (0)
Save As: Fighter: 9
Morale: 10
Treasure Type: B
Intelligence: 10
Alignment: Chaotic
XP Value: 2500
The dusanu, or rot fiend, look, like a mould-encrusted skeleton dressed in a tattered cloak. Its eyes shine with a flickering, blue light. The air near a dusanu is tinged with the spores of its dry rot. Dusanu are intelligent and very cunning. In combat, they attack with their mould-covered claws. At the same time they release spores that fill a 5' radius circle. Any player in this circle must make a Saving Throw vs. Poison. Those who fail, suffer 1d8 points of damage and become infected. Players do not show any outward signs of infection for 2-4 days. However, during that time, any cure wounds spells have no effect, At the end of this time, mould erupts from the player's skin. Each day the player must make a Saving Throw vs. Death Ray. If the character fails to save, the mould covers his or her entire body rapidly killing the character. A character killed by dusanu spores rises from the dead after 1-3 days as a dusanu. All memories and abilities are lost, and the character becomes an NPC monster. A cure disease spell kills the spores.
A dusanu is protected by its soft, spongy bones and so only takes half damage from blunt weapons (maces, hammers, etc). Other non-magical weapons cause only one point of damage. However, magical edged weapons inflict full damage on a dusanu. Dusanu are immune to electrical attacks.
DMR1 – Creature Catalog.
Dusanu*
Armor Class: 4
Hit Dice: 9 + 2** (M)
Move: 120' (40')
Attacks : 2 claws+special
Damage: 1d8/1d8+special
No Appearing: 1d3+1 (0)
Save As: Fighter: 9
Morale: 10
Treasure Type: B
Intelligence: 10
Alignment: Chaotic
XP Value: 2,500
Monster Type: Monster (Very Rare)
The dusanu, or rot fiend looks like a mold-encrusted skeleton in a tattered cloak. Its eyes shine with a flickering blue light. The air near a dusanu is tinged with the spores of its dry rot.
Dusanu are intelligent and very cunning. In combat, they attack with their mold-covered claws. At the same time they release spores that fill a 5-foot radius circle. Any human, demihuman or humanoid in this circle must make a saving throw vs. poison. Those who fail suffer 1d8 points of damage and become infected.
Those infected do not show any outward signs of infection for 1d3+1 days. However, during that time, any cure wounds spells have no effect. At the end of this time, mold erupts from the victim's skin. Each day the victim must make a saving throw vs. death ray. If the victim fails to save, the mold covers his or her entire body rapidly, resulting in death.
Anyone killed by dusanu spores rises from the dead after 1d3 days as a dusanu. All memories and abilities are lost, and the victim becomes an NPC monster. A cure disease spell kills the spores.
A dusanu is protected by its soft, spongy bones and so only takes half damage from blunt weapons (maces, hammers, etc). Other nonmagical weapons cause only one point of damage. However, magical edged weapons inflict full damage on a dusanu. Dusanu are
immune to electrical attacks.
Terrain: Cavern, Ruins, Swamp, Woods.

X5 – Temple of Death:
Dusanu*
Armor Class: 4
Hit Dice: 9+2*
Move: 120' (40')
Attacks: 2 claws + special
Damage: 1-8/1-8 + special
No, Appearing: 2-4 (0)
Save As: Fighter: 9
Morale: 10
Treasure Type: B
Alignment: Chaotic
The dusanu, or rot fiend, looks like a mold-encrusted skeleton, dressed in a tattered cloak. Its eyes shine with a flickering blue light. The air near a dusanu is tinged with the spores of its dry rot. Dusanu are intelligent and very cunning. In combat, they attack with their mold-covered claws, At the same time, they release spores that fill a 5’ radius circle. Any player in this radius must save vs. Poison. Those who fail to save suffer 1d8 points of damage and become infected. Players do not show any outward signs of infection for 2-4 days. However, during that time, any cure wounds spells cast on the player have no effect. At the end of this time, mold erupts from the player's skin. Each day the player must save vs. Death. If the character fails to save, the mold covers his entire body. The player dies and in 1-3 days rises again as a dusanu. All memories and abilities are lost. You should control the player. A cure disease kills the spores.
A dusanu has soft, spongy bones and so only takes ½ damage from blunt weapons (maces, hammers, etc.). Other non-magical weapons cause only one point of damage. Magical edged weapons do full damage. Electrical attacks cause no damage.
AC9 – Creature Catalogue:
DUSANU*
Armour Class: 4
Hit Dice: 9,+2**
Move: 120' (40’)
Attacks: 2 claws, + special
Damage: 1-8/ 1 -A + special
No. Appearing: 2-4 (0)
Save As: Fighter: 9
Morale: 10
Treasure Type: B
Intelligence: 10
Alignment: Chaotic
XP Value: 2500
The dusanu, or rot fiend, look, like a mould-encrusted skeleton dressed in a tattered cloak. Its eyes shine with a flickering, blue light. The air near a dusanu is tinged with the spores of its dry rot. Dusanu are intelligent and very cunning. In combat, they attack with their mould-covered claws. At the same time they release spores that fill a 5' radius circle. Any player in this circle must make a Saving Throw vs. Poison. Those who fail, suffer 1d8 points of damage and become infected. Players do not show any outward signs of infection for 2-4 days. However, during that time, any cure wounds spells have no effect, At the end of this time, mould erupts from the player's skin. Each day the player must make a Saving Throw vs. Death Ray. If the character fails to save, the mould covers his or her entire body rapidly killing the character. A character killed by dusanu spores rises from the dead after 1-3 days as a dusanu. All memories and abilities are lost, and the character becomes an NPC monster. A cure disease spell kills the spores.
A dusanu is protected by its soft, spongy bones and so only takes half damage from blunt weapons (maces, hammers, etc). Other non-magical weapons cause only one point of damage. However, magical edged weapons inflict full damage on a dusanu. Dusanu are immune to electrical attacks.
DMR1 – Creature Catalog.
Dusanu*
Armor Class: 4
Hit Dice: 9 + 2** (M)
Move: 120' (40')
Attacks : 2 claws+special
Damage: 1d8/1d8+special
No Appearing: 1d3+1 (0)
Save As: Fighter: 9
Morale: 10
Treasure Type: B
Intelligence: 10
Alignment: Chaotic
XP Value: 2,500
Monster Type: Monster (Very Rare)
The dusanu, or rot fiend looks like a mold-encrusted skeleton in a tattered cloak. Its eyes shine with a flickering blue light. The air near a dusanu is tinged with the spores of its dry rot.
Dusanu are intelligent and very cunning. In combat, they attack with their mold-covered claws. At the same time they release spores that fill a 5-foot radius circle. Any human, demihuman or humanoid in this circle must make a saving throw vs. poison. Those who fail suffer 1d8 points of damage and become infected.
Those infected do not show any outward signs of infection for 1d3+1 days. However, during that time, any cure wounds spells have no effect. At the end of this time, mold erupts from the victim's skin. Each day the victim must make a saving throw vs. death ray. If the victim fails to save, the mold covers his or her entire body rapidly, resulting in death.
Anyone killed by dusanu spores rises from the dead after 1d3 days as a dusanu. All memories and abilities are lost, and the victim becomes an NPC monster. A cure disease spell kills the spores.
A dusanu is protected by its soft, spongy bones and so only takes half damage from blunt weapons (maces, hammers, etc). Other nonmagical weapons cause only one point of damage. However, magical edged weapons inflict full damage on a dusanu. Dusanu are
immune to electrical attacks.
Terrain: Cavern, Ruins, Swamp, Woods.