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Darkpact Ghoul Darkpact Ghoul Darkpact Ghoul Darkpact Ghoul Darkpact Ghoul Darkpact Ghoul
1 1 2 2 3 3
Initiative +18 Senses Perception +20; Darkvision Initiative +6 Senses Perception +6; Darkvision
HP 574; Bloodied 287 HP 176; Bloodied 88
AC 39; Fortitude 42, Reflex 38, Will 35 AC 20; Fortitude 19, Reflex 17, Will 16
Resist 30 necrotic Saving Throws +2
Saving Throws +2 Speed 8 Action Points 1 Speed 8 Action Points 1
Traits Traits
Soulburner aura 5; Unholy Animation
Enemies in the aura take a -2 penalty to attack rolls and defenses; a A living humanoid killed by a deathdog rises as a free-willed
creature that dies within the aura bestows one soul shard to the corruption corpse at the end of its creator’s next turn.
death titan (see soul shroud). Standard Actions
Soul Shroud Pouncing Bite (standard, at-will) Necrotic
The soul shroud contains soul shards that swirl around the death Attack: +9 vs AC;
titan to protect and empower it. Hit: 4d6+3 necrotic damage, and the target is knocked prone.
At the beginning of an encounter, the soul shroud contains 4 soul Triggered Actions
shards. While the soul shroud is depleted of soul shards, the death
titan takes a -2 penalty to attack rolls. Go for the Legs (opportunity, at-will) Necrotic
Standard Actions Trigger: when an adjacent enemy stands up
Effect: The deathdog makes a pouncing bite attack against the
Greataxe Reach 3; (standard, at-will) Weapon triggering creature.
Attack: +28 vs AC; Skills
Hit: 2d8+10 damage (crit 6d8+26).
Alignment Unaligned Languages -
Double Attack (standard, at-will) Weapon Str 20 (+8) Dex 17 (+6) Wis 16 (+6)
The death titan makes two greataxe attacks Con 18 (+7) Int 5 (0) Cha 10 (+3)
Soul Devourer Ranged 5; (standard, recharge )
Attack: +28 vs Fortitude;
Hit: The target loses one healing surge, and the death titan’s soul Published in Open Grave, page(s) 158.
shroud gains one soul shard. A target without healing surges takes
damage equal to half its total hit points.
Soulfire Burst Close burst 1; (standard, at-will) Necrotic
Attack: +26 vs Reflex;
Hit: 2d12+6 necrotic damage. The death titan must expend one
soul shard to use this power.
Minor Action Healing
Consume Soul Shard (minor; at-will) Healing
The death titan expends one soul shard and regains 20 hit points.
Skills
Alignment Evil Languages Giant
Skills Intimidate +20
Str 31 (+22) Dex 23 (+18) Wis 17 (+15)
Con 27 (+20) Int 12 (+13) Cha 16 (+15)
Equipment: greataxe , plate armor .
Deathdog Deathdog
Desecration Desecration
Desecration Level 23 Solo Demilich Level 20 Solo
Controller Artillery
Gargantuan natural animate XP 25500 Tiny natural animate (undead) XP 14000
(earth, undead)
Initiative +14 Senses Perception +14; Darkvision; HP 1075; Initiative +13 Senses Perception +18; Darkvision
Bloodied 537 ; see also dark plague and second wind HP 800; Bloodied 400
AC 39; Fortitude 38, Reflex 33, Will 37 AC 33; Fortitude 35, Reflex 32, Will 32
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant Immune disease, poison. sleep; Resist 10 necrotic, 10 psychic
Saving Throws +5 Speed 8 Action Points 2 Saving Throws +5 Speed fly 12 (hover) Action Points 2
Traits Traits
Aura of Malevolence (Fear) aura 10 Intruding Terror (Fear) aura 2;
Any enemy within the aura that attacks with a radiant power takes Enemies within the aura take a -2 penalty to attack rolls.
a -2 penalty to the attack roll. Regeneration 20
Rejuvenation (if a demilich takes radiant damage, regeneration doesn’t function
A desecration rises at full hit points one day after it has been until the end of its next turn)
destroyed. Only a quest destroys the creature completely, Soul Gems
preventing it from using the rejuvenation power. The demilich’s six soul gems can each hold the soul of one of its
Standard Actions victims. At the beginning of an encounter, the soul gems contain
Unholy Smite Reach 4; (standard, at-will) Necrotic two souls. Crushing a gem after the demilich is defeated releases
Attack: +28 vs AC; the soul to the Shadowfell.
Hit: 3d6+15 necrotic damage, and ongoing 15 necrotic damage Indestructible
(save ends). When a demilich is reduced to 0 hit points or fewer, its skull (but
Double Attack (standard, at-will) Necrotic not the soul gems) crumbles into dust, but it is not destroyed. It
reappears in 1d10 days within 1 square of its phylactery, unless the
The desecration makes two unholy smite attacks.
phylactery is also found and destroyed.
Mouth of Darkness Reach 4; (standard, at-will) Necrotic
Standard Actions
Attack: +26 vs Reflex;
Shadow Ray Ranged 20; (standard, at-will) Necrotic
Hit2d12+15 necrotic damage, and the target is grabbed.
Attack: +25 vs AC;
Triggered Actions
Hit: 3d6+8 necrotic damage.
Dark Plague Close burst 20; Necrotic
Twin Rays (standard, at-will) Necrotic
Trigger: when first bloodied and again when the desecration is
The demilich makes two shadow ray attacks
reduced to 0 hit points
Target: targets enemies; Drain Soul Ranged 5; (standard, at-will)
Attack: +24 vs Fortitude; Attack: +25 vs Fortitude;
Hit: The target is weakened (save ends). In addition, the target Hit: The target is dazed and restrained (save ends both).
loses a healing surge. First Failed Saving Throw: The target is instead stunned and
Miss: The target is weakened until the end of its next turn. The restrained (save ends both).
target does not lose a healing surge. Second Failed Saving Throw: The target dies, and its soul is trapped
Healing Actions in one of the demilich’s soul gems until the demilich is destroyed.
Second Wind (standard; encounter) Healing Obsidian Eye Ranged 20; (minor, at-will) Gaze, Necrotic
The desecration spends a healing surge and regains 269 hit points. Attack: +25 vs Fortitude;
The desecration gains a +2 bonus to all defenses until the start of Hit: The target takes ongoing 10 necrotic damage.
its next turn. Triggered Actions
Soul Shriveling Pulse Close burst 5; (immediate reaction, , at-
Skills will) Fear, Necrotic
Alignment Chaotic evil Languages - Trigger: when a creature fails a saving throw against drain soul
Str 26 (+19) Dex 16 (+14) Wis 16 (+14) Attack: +25 vs Will;
Con 23 (+17) Int 10 (+11) Cha 24 (+18) Hit: 3d6+5 necrotic damage, and the target takes a -2 penalty to
saving throws (save ends).
Minor Action Healing
Consume Soul (minor;; encounter) Healing
Update (4/9/2010) In the Miss entry of the monster’s dark plague Action: expends a trapped soul
power, replace “Half damage, and the” with “The.” Effect: The demilich regains 200 hit points.
Published in Open Grave, page(s) 139, Dungeon Magazine Annual,
Skills
page(s) 40, Dungeon Magazine 162, page(s) 43, Dungeon Magazine
Alignment Evil Languages Common, Supernal
170, page(s) 30, 31 .
Skills Arcana +17, Insight +18, Religion +18
Str 16 (+13) Dex 16 (+13) Wis 17 (+13)
Con 24 (+17) Int 15 (+12) Cha 27 (+18)
Initiative +25 Senses Perception +18; Darkvision Initiative +3 Senses Perception +3; Darkvision
HP 124; Bloodied 62 ; see also death shriek HP 66; Bloodied 33
AC 37; Fortitude 33, Reflex 37, Will 37 AC 21; Fortitude 19, Reflex 15, Will 16
Immune disease, fear, poison; Resist 30 necrotic, insubstantial; Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Vulnerable 15 radiant (see also regeneration above) Speed 5
Speed fly 10 (hover); see also shadow glide; phasing Traits
Traits Rise Again
Shroud of Night aura 5; If a dread zombie is reduced to 0 hit points by an attack that does
Bright light in the aura is reduced to dim light, and dim light not deal fire or radiant damage, the creature is not destroyed. The
becomes darkness. dread zombie falls prone and appears to be destroyed, but instead,
Regeneration 20 the creature returns with 10 hit points at the beginning of its next
If the dread wraith takes radiant damage, regeneration is negated turn.
until the end of the wraith’s next turn. Zombie Weakness
Combat Advantage Necrotic A critical hit scored against a dread zombie reduces the zombie to 0
The dread wraith deals an extra 3d6 necrotic damage against any hit points.
target it has combat advantage against. Standard Actions
Spawn Wraith Longsword (standard, at-will) Weapon
Any humanoid killed by a dread wraith rises as a free-willed dread Attack: +12 vs AC;
wraith at the start of its creator’s next turn, appearing in the space Hit: 1d8+5 damage.
where it died (or in the nearest unoccupied space). Raising the slain Zombie Grab (standard, at-will)
creature (using the raise dead ritual) does not destroy the spawned Attack: +10 vs Reflex;
wraith. Effect: The target is grabbed. Attempts to escape the zombie's grab
Standard Actions take a -5 penalty.
Dread Blade Reach 2; (standard, at-will) Necrotic Skills
Attack: +28 vs Reflex; Alignment Unaligned Languages -
Hit: 2d10+9 necrotic damage, and the target is weakened (save Str 15 (+4) Dex 9 (+1) Wis 12 (+3)
ends). Con 18 (+6) Int 3 (-2) Cha 4 (-1)
Triggered Actions Equipment: heavy shield , longsword , plate armor .
Death Shriek Close blast 3; Psychic
Trigger: when reduced to 0 hit points Published in Open Grave, page(s) 76, 197.
Target: targets enemies;
Attack: +27 vs Will;
Hit: 4d6+9 psychic damage, and the target is dazed (save ends).
Miss: Half damage, and the target is not dazed.
Move Actions
Shadow Glide (move; encounter)
The dread wraith shifts 6 squares.
Skills
Alignment Chaotic evil Languages Common
Skills Stealth +26
Str 18 (+16) Dex 28 (+21) Wis 12 (+13)
Con 20 (+17) Int 14 (+14) Cha 28 (+21) Dread Zombie 1 Dread Zombie 1
Initiative +8 Senses Perception +12; Darkvision Initiative +10 Senses Perception +7; Darkvision
HP 109; Bloodied 54 HP 60; Bloodied 30
AC 26; Fortitude 23, Reflex 19, Will 21 AC 24; Fortitude 21, Reflex 24, Will 23
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Immune disease, poison; Resist insubstantial
Speed 5 Speed 6, climb 6 (spider climb); phasing
Traits Traits
Rise Again Ghost Water aura 2;
If a dread zombie myrmidon is reduced to 0 hit points by an attack Any living creature that starts its turn within the aura is slowed
that does not deal fire damage or radiant damage, the creature is until the start of its next turn.
not destroyed. The dread zombie myrmidon falls prone and Standard Actions
appears to be destroyed, but instead, the creature returns with 15
Spirit Touch (standard, at-will) Necrotic
hit points at the start of its next turn.
Attack: +16 vs Reflex;
Standard Actions
Hit: 2d6+4 necrotic damage.
Longsword (standard, at-will) Weapon
Eerie Transfiguration Ranged 5; (standard, recharge )
Attack: +17 vs AC;
Psychic
Hit: 2d8+4 damage, and the target is marked until the end of the
Attack: +16 vs Will;
dread zombie myrmidon's next turn.
Hit: 3d6+8 psychic damage, and the target’s features appear to
Necrotic Weapon (standard; requires longsword, at-will) distort.
Necrotic, Weapon
Secondary Attack (Gaze, Psychic) Close burst 3;
Attack: +17 vs AC; Target: targets enemies within 3 squares of the primary target;
Hit: 2d8+4 necrotic damage, and the target is immobilized until the Attack: +14 vs Will;
end of the dread zombie myrmidon’s next turn. Effect: the target takes ongoing 5 psychic damage and is dazed
If the target is marked by the dread zombie myrmidon, it is (save ends both).
immobilized and dazed until the end of the dread zombie
myrmidon’s next turn. Vengeful Emanation Ranged 5; (standard, at-will) Psychic
Skills Attack: +16 vs Will;
Hit: 2d6+6 psychic damage.
Alignment Unaligned Languages -
Str 18 (+9) Dex 12 (+6) Wis 15 (+7) Skills
Con 21 (+10) Int 5 (+2) Cha 6 (+3) Alignment Unaligned Languages Common
Equipment: heavy shield , longsword , plate armor . Skills Stealth +15
Str 15 (+7) Dex 21 (+10) Wis 14 (+7)
Con 13 (+6) Int 10 (+5) Cha 18 (+9)
Published in Open Grave, page(s) 197.
Initiative -1 Senses Perception +0; Darkvision Initiative +15 Senses Perception +10; Darkvision
HP 1; a missed attack never damages a minion. HP 232; Bloodied 116
AC 13; Fortitude 13, Reflex 9, Will 10 AC 31; Fortitude 29, Reflex 29, Will 27
Immune disease, poison Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4, swim 8 Saving Throws +2 Speed 6 Action Points 1
Standard Actions Traits
Slam (standard, at-will) Regeneration 10
Attack: +5 vs AC; If an entropic reaper takes radiant damage, regeneration doesn’t
Hit: 4 damage. function until the end of its next turn.
Skills Standard Actions
Alignment Unaligned Languages - Umbral Scythe Reach 2; (standard, at-will) Necrotic, Weapon
Str 14 (+3) Dex 6 (-1) Wis 8 (0) Attack: +20 vs AC;
Con 12 (+2) Int 3 (-3) Cha 7 (-1) Hit: 4d4+5 necrotic damage.
Entropic Assault close burst 2; (standard; requires scythe, at-
will) Necrotic, Psychic, Weapon
Attack: +18 vs ;
Published in Open Grave, page(s) 196. Hit: 4d4 + 5 necrotic damage. The target is dazed (save ends).
First Failed Saving Throw: The target is instead stunned (save ends).
Second Failed Saving Throw: The target takes ongoing 10 psychic
damage and is stunned (save ends both).
Eye of Impending Doom Close burst 3; (minor 1/round, at-will)
Fear, Gaze, Psychic
Target: targets one creature;
Attack: +18 vs Will;
Hit: The target takes 10 psychic damage if it attacks the entropic
reaper (save ends).
Move Actions
Shift Into Nothing (standard; at-will)
The entropic reaper disappears, negating line of sight and line of
effect to it for all creatures. At the start of its next turn, it returns to
a square within 5 squares of the square it occupied when it last
used shift into nothing.
Skills
Alignment Evil Languages Common
Skills Intimidate +14
Str 23 (+13) Dex 18 (+11) Wis 17 (+10)
Con 20 (+12) Int 16 (+10) Cha 14 (+9)
Equipment: robes, scythe .
Initiative +7 Senses Perception +9; Darkvision Initiative +6 Senses Perception +3; Darkvision
HP 123; Bloodied 61 HP 38; Bloodied 19
AC 26; Fortitude 22, Reflex 18, Will 24 AC 16; Fortitude 14, Reflex 15, Will 14
Speed fly 6 (hover) Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Standard Actions Speed 8
Fearful Recoil Ranged 8; (minor, at-will) Traits
Attack: +14 vs Will; Combat Advantage
Effect: The target immediately moves its speed plus 4 squares When a famine hound hits a target it has combat advantage
away from the exalted brain in a jar. The target avoids hazardous against, the target is knocked prone.
terrain and difficult terrain if possible. Standard Actions
Supreme Domination Ranged 10; (standard, recharge ) Gnash (standard, at-will) Necrotic
Charm Attack: +5 vs Reflex;
Attack: +15 vs Will; Hit: 1d4+2 necrotic damage, and ongoing 5 damage (save ends).
Hit: The target is dominated (save ends). Skills
Mind Stab Close burst 5; (standard, at-will) Psychic Alignment Unaligned Languages -
Attack: +16 vs Will; Str 12 (+2) Dex 16 (+4) Wis 14 (+3)
Hit: 1d10+8 psychic damage, and the target takes a -2 penalty to Con 14 (+3) Int 3 (-3) Cha 8 (0)
Will (save ends).
Triggered Actions
Published in Open Grave, page(s) 158.
Teleportation Field (immediate reaction, at-will) Teleportation
Trigger: when an enemy hits the exalted brain in a jar with a melee
attack
Target: Targets the triggering creature;
Attack: +16 vs Will;
Effect: The target is teleported up to 8 squares.
Skills
Alignment Evil Languages Common, telepathy 10
Skills Arcana +16, Bluff +15, Diplomacy +15, Intimidate +15
Str 12 (+7) Dex 12 (+7) Wis 16 (+9)
Con 19 (+10) Int 21 (+11) Cha 18 (+10)
Initiative +12 Senses Perception +16; Darkvision Initiative +17 Senses Perception +14; blindsight 10, Darkvision
HP 167; Bloodied 83 Swarm Attack aura 2; the fear moth makes a basic attack as a free
AC 33; Fortitude 34, Reflex 32, Will 33 action against any enemy that starts its turn within the aura.
Immune disease, poison; Resist insubstantial HP 143; Bloodied 71
Standard Actions AC 31; Fortitude 26, Reflex 29, Will 26
Immune disease, poison; Resist half damage from melee and
Rending Claws reach 2; (standard; requires a free hand, at-will)
ranged attacks; Vulnerable 10 against close and area attacks
Necrotic
Speed fly 8 (hover)
Attack: +24 vs AC;
Standard Actions
Hit: 3d8+8 necrotic damage, and the target is grabbed.
Winged Assault (standard, at-will)
Swallow Whole (standard, at-will) Acid, Necrotic
Attack: +22 vs AC;
Target: Targets a creature grabbed by the famine spirit;
Hit: 2d8+6 damage, and the target is knocked prone.
Attack: +24 vs AC;
Hit: 2d8+4 necrotic damage, and the target is engulfed, entering Wave of Fear Close blast 3; (minor, recharge ) Fear,
the famine spirit’s space and disappearing from sight and removing Psychic
line of effect to all squares. Target: targets enemies;
Attack: +19 vs Will;
While engulfed, the target takes ongoing 10 acid damage and is Hit: 4d8+6 psychic damage, and the target is stunned until the end
stunned and immobilized (save ends all). of the fear moth’s next turn.
The famine spirit gains regeneration 10 while a target is engulfed. Miss: Half damage, and the target is not stunned.
Skills
When the target saves, it is no longer engulfed. The target Alignment Unaligned Languages -
reappears in an unoccupied square adjacent to the famine spirit of Str 10 (+7) Dex 26 (+15) Wis 15 (+9)
the target’s choosing. Con 15 (+9) Int 3 (+3) Cha 18 (+11)
Flesh Scamp 2 Flesh Scamp 2 Flesh Scamp 3 Flesh Scamp 3 Flesh Scamp 4 Flesh Scamp 4
Grave Chill Blaspheme Level 12 Brute Grave Dirt Golem Level 15 Elite
Brute
Medium natural animate XP 700 Large natural animate XP 2400
(construct, undead) (construct)
Initiative +11 Senses Perception +6; Darkvision Initiative +5 Senses Perception +6; Darkvision
HP 150; Bloodied 75 HP 368; Bloodied 184
AC 25; Fortitude 23, Reflex 25, Will 22 AC 29; Fortitude 31, Reflex 25, Will 26
Immune disease; Resist 10 cold, 10 necrotic, 10 poison; Immune disease, poison, sleep
Vulnerable 5 radiant Speed 7 Saving Throws +2
Traits Speed 6, burrow 4 Action Points 1
Seeping Chill (Cold) aura 1; Standard Actions
While the grave chill blaspheme is bloodied, any enemy that enters Slam Reach 2; (standard, at-will) Necrotic
the aura or starts its turn within the aura takes 5 cold damage. Attack: +18 vs AC; (+20 while bloodied)
Standard Actions Hit: 2d8+6 damage and the target takes ongoing 10 necrotic
Bite (standard, at-will) Cold, Necrotic damage and is dazed (save ends both).
Attack: +16 vs AC; Double Attack (standard, at-will) Necrotic
Hit: 2d10+5 cold and necrotic damage. The grave dirt golem makes two slam attacks.
Chill to the Bone (standard, recharge ) Cold, Necrotic Grave Dirt Rampage (standard, recharge ) Necrotic
Attack: +15 vs AC; The grave dirt golem moves up to its speed plus 2 and can move
Hit: 3d10+5 cold and necrotic damage, and the target is weakened through enemies’ spaces without provoking opportunity attacks.
(save ends). When it enters a creature’s space (ally or enemy), the golem makes
Nimble Attack (standard, at-will) Cold, Necrotic a slam attack against that creature.
The grave chill blaspheme shifts up to 1 square and makes a bite The grave dirt golem must end its movement in an unoccupied
attack. space, and it can make no more than one slam attack against any
Skills single creature when using this power.
Alignment Evil Languages Common Skills
Str 18 (+10) Dex 21 (+11) Wis 10 (+6) Alignment Unaligned Languages -
Con 20 (+11) Int 12 (+7) Cha 13 (+7) Str 22 (+13) Dex 7 (+5) Wis 8 (+6)
Con 24 (+14) Int 3 (+3) Cha 3 (+3)