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Open Grave – Undead – Monster Stat Blocks

Dark Pharaoh Darkflame Taskmaster Level 17 Elite


Level 13 Elite Controller Controller
(Leader) Medium elemental humanoid XP 3200
(fire, undead)
Large natural animate XP 1600 Initiative +12        Senses Perception +15; Darkvision
(construct, undead) HP 330; Bloodied 165
Initiative +8        Senses Perception +9; Darkvision Regeneration 10 (if a darkflame taskmaster takes cold damage,
HP 264; Bloodied 132 regeneration doesn’t function until the end of its next turn)
AC 30; Fortitude 28, Reflex 22, Will 27 AC 33; Fortitude 30, Reflex 27, Will 34
Immune disease, poison, sleep; Resist 10 necrotic Immune disease, poison; Resist 10 fire, 10 necrotic
Saving Throws +2 Speed 5 Action Points 1 Saving Throws +2 Speed 5 Action Points 1
Traits Traits
 Despair (Fear) aura 5;  Clinging Darkflame (Fire, Necrotic) aura 5;
Any enemy within the aura takes a -2 penalty to attack rolls against Any enemy that starts its turn within the aura takes 5 fire and
the dark pharaoh. necrotic damage.
Regeneration 10 Standard Actions
(if a dark pharaoh takes fire damage, regeneration doesn’t function Scourge (standard, at-will) Weapon
until the end of its next turn) Attack: +22 vs AC;
Standard Actions Hit: 1d8+4 damage.
Slam Reach 2; (standard, at-will) Necrotic Burning Despair Ranged 5; (standard, at-will) Fear, Fire
Attack: +19 vs AC; Attack: +20 vs Reflex;
Hit: 2d8+6 necrotic damage. Hit: The target takes ongoing 5 fire damage and a -2 penalty to all
Slamming Fury (standard, at-will) Necrotic defenses (save ends both).
The dark pharaoh makes two slam attacks, each one against a Triggered Actions
different target. Mummy's Curse Close burst 10; Disease
Psychic Curse Ranged 10; (standard, at-will) Psychic Trigger: When reduced to 0 hit points.
Attack: +17 vs Will; Targets: targets enemies;
Hit: 2d8+6 psychic damage, and each time the target uses an attack Attack: +19 vs Will;
power, it takes 5 psychic damage (save ends). Effect: the target contracts mummy rot.
Aftereffect: The target is dazed (save ends). Skills
False Faith (standard; at-will) Alignment Evil        Languages Giant
The dark pharaoh assumes a meditative stance. Until the end of its Str 20 (+13)      Dex 18 (+12)      Wis 24 (+15)
next turn, it gains resist 20 to all damage, and allies in its line of Con 21 (+13)      Int 14 (+10)      Cha 16 (+11)
sight gain a +2 bonus to attack rolls. If the dark pharaoh moves, the Equipment: chainmail , scourge .
effect ends.
Triggered Actions Published in Open Grave, page(s) 168.
Psychic Block Ranged 10; (at-will) Psychic
Trigger: Immediate interrupt, when an enemy would target the Mummy Rot Level 21 Disease
dark pharaoh with an attack
Target: Targets the triggering enemy; This disease, delivered by the attack of a mummy, fills
Attack: +17 vs Will; the lungs of its victims with dust, making it progressively
Effect: The target designates another target for the attack, or the harder for them to breathe.
attack is negated. Stage 0: The target recovers from the disease.
A negated daily power or encounter power is expended. Stage 1: Initial Effect: The target regains only half the
Mummy's Curse Close burst 10; ( when reduced to 0 hit points, ) normal number of hit points from healing effects.
Disease Stage 2: The target regains only half the normal number
Target: targets enemies; of hit points from healing effects. In addition, the target
Attack: +17 vs Will; takes 10 necrotic damage, which cannot be healed until
Effect: the target contracts mummy rot. the target is cured of the disease.
Stage 3: Final State: The target dies.
Skills
Check: At the end of each extended rest, the target
Alignment Evil        Languages Common
makes an Endurance check if it is at stage 1 or 2.
Str 22 (+12)      Dex 14 (+8)      Wis 16 (+9)
9 + two-thirds mummy’s level or lower: The stage of the
Con 20 (+11)      Int 7 (+4)      Cha 11 (+6)
disease increases by one.
10 + two-thirds mummy’s level-14 + two-thirds mummy’s
level: No Change
Published in Open Grave, page(s) 166.
15 + two-thirds mummy’s level or higher: The stage of
the disease decreases by one.
Published in Draconomicon: Metallic Dragons, page(s) 142,
Dungeon Master's Guide, page(s) 49, Open Grave, page(s) 95.
Dark Pharaoh Dark Pharaoh

Darkhoof Level 18 Elite Darkpact Ghoul Level 19 Elite


Skirmisher Skirmisher
Medium natural beast (undead) XP 4000 Medium natural humanoid XP 4800
(undead)
Initiative +14        Senses Perception +17; Darkvision Initiative +16        Senses Perception +13; Darkvision
HP 336; Bloodied 168 HP 360; Bloodied 180
AC 35; Fortitude 31, Reflex 32, Will 31 AC 35; Fortitude 29, Reflex 33, Will 31
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Saving Throws +2 Speed 8 Action Points 1 Saving Throws +2 Speed 6 Action Points 1
Standard Actions Traits
Hoof Strike (standard, at-will)  Nauseating Stench aura 6;
Attack: +25 vs AC Any living creature within the aura takes a -2 penalty to attack rolls,
Hit: 1d10+4 damage. skill checks, and ability checks.
Double Attack (standard, at-will) Standard Actions
Attack: +21 vs ; Claw (standard, at-will)
Hit: 2d8+7 damage. Attack: +24 vs AC;
The darkhoof makes two hoof strike attacks. Hit: 2d10+8 damage, and the target is immobilized.
Lifebite (minor, recharge ) Healing, Necrotic Double Attack (standard, at-will)
Attack: +24 vs Fortitude; The darkpact ghoul makes two claw attacks
Hit: The target loses a healing surge, and the darkhoof regains 10 Ravenous Bite (standard, at-will)
hit points. Target: Targets a bloodied creature
Unstoppable Charge (standard, at-will) Attack: +24 vs AC;
The darkhoof makes a charge attack; Hit: 2d12+10 damage, or against an immobilized target: 3d12+10
Attack: +25 vs AC; damage, and the target is weakened (save ends).
Hit: 3d10+8 damage, and the target is pushed 1 square and Move Action
knocked prone. Baleful Step (move; recharge ) Teleportation
Triggered Action The darkpact ghoul teleports up to 10 squares. Each enemy
Call of Darkness Close burst 3; Necrotic adjacent to the darkpact ghoul after it teleports is dazed until the
Trigger: when first bloodied and again when the darkhoof is end of the darkpact ghoul’s next turn.
reduced to 0 hit points Skills
Target: targets enemies; Alignment Evil        Languages Common
Attack: +24 vs Fortitude; Skills Stealth +19
Hit: The target is blinded and weakened (save ends both). Str 23 (+15)      Dex 21 (+14)      Wis 18 (+13)
Move Actions Con 20 (+14)      Int 17 (+12)      Cha 15 (+11)
Equine Bound (move; encounter)
The darkhoof shifts up to 5 squares.
Skills
Alignment Evil        Languages -
Skills Stealth +17
Str 24 (+16)      Dex 16 (+12)      Wis 17 (+12) Published in Open Grave, page(s) 155.
Con 16 (+12)      Int 3 (+5)      Cha 24 (+16)

Published in Open Grave, page(s) 187.


Darkflame Darkflame
Taskmaster Taskmaster Darkhoof 1 Darkhoof 1 Darkhoof 2 Darkhoof 2

Darkpact Ghoul Darkpact Ghoul Darkpact Ghoul Darkpact Ghoul Darkpact Ghoul Darkpact Ghoul
1 1 2 2 3 3

Death Cultist Level 24 Death Kin Skeleton Level 9 Lurker


Controller
Medium natural humanoid XP 6050 Medium natural animate XP 400
(undead)
Initiative +13        Senses Perception +16 HP 76; Bloodied 38 Initiative +14
HP 215; Bloodied 107 AC 22, Fortitude 19, Reflex 23, Will 18 Perception+7
AC 38; Fortitude 38, Reflex 34, Will 36 Speed 8 Darkvision
Resist 10 necrotic Speed 5
Immune disease, poison; Resist 5 necrotic; Vulnerable 5 radiant
Traits
 Aura of Decay (Necrotic) aura 5;
Living enemies in the aura take a -2 penalty to all defenses.
Traits
Standard Actions
Combat Advantage
Mace (standard, at-will) Weapon If the skeleton’s melee attack hits a creature that is granting
Attack: +27 vs AC; combat advantage to the skeleton, the attack deals 1d6 extra
Hit: 1d8+6 damage, and the target is immobilized (save ends). damage.
Word of Orcus Close burst 5; (standard, recharge ) Skeletal Harmony
Healing, Necrotic If the skeleton’s melee attack hits a creature that is adjacent to two
Target: targets enemies; or more death kin skeletons, the attack deals 1d6 extra damage.
Attack: +27 vs Fortitude; Standard Actions
Hit: 2d6+8 necrotic damage, and the target is stunned (save ends). Double Dagger (weapon) At-Will
Undead in the burst regain 15 hit points.
Attack: Melee 1 (one creature); +14 vs. AC
Skills Hit: 3d4 + 10 damage.
Alignment Chaotic evil        Languages Abyssal, Common Triggered Actions
Skills Religion +19
Str 20 (+17)      Dex 13 (+13)      Wis 18 (+16) Death's Kin At-Will
Con 15 (+14)      Int 14 (+14)      Cha 24 (+19) Trigger: The skeleton takes damage.
Equipment: mace , plate armor . Effect (Free Action): Close burst 3 (one allied death kin skeleton in
the burst); the target takes any amount of the damage instead.
Skills
Published in Open Grave, page(s) 114, 116. Skills Stealth +15
Str 18 (+8)                Dex 22 (+10)                Wis 16 (+7)
Con 16 (+7)                Int 7 (+2)                Cha 3 (0)
Alignment Chaotic evil        Languages -
Equipment: 2 bone daggers

Update (11/19/2012) Updated in Dungeon 207.


Published in Open Grave, page(s) 181, Tomb of Horrors, page(s) 90,
Dungeon Magazine 207.

Death Kin Death Kin


Skeleton 1 Skeleton 1
Death Cultist Death Cultist
Death Kin Death Kin
Skeleton 2 Skeleton 2
Death Titan Level 25 Elite Deathdog Level 6 Elite Brute
Brute
Huge shadow humanoid (giant) XP 14000 Large shadow beast XP 500

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 .

Published in Monster Manual, page(s) 120, Draconomicon:


Chromatic Dragons, page(s) 162, Open Grave, page(s) 125,
Draconomicon: Metallic Dragons, page(s) 147, Dungeon Delve,
page(s) 164, Dungeon Magazine Annual, page(s) 41, Dungeon
Magazine 162, page(s) 44.
Death Titan Death Titan

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)

Published in Open Grave, page(s) 164.


Deranged Champion Level 12 Elite
Brute
Large aberrant humanoid XP 1400
(undead)
Initiative +8        Senses Perception +9; Darkvision
HP 300; Bloodied 150
AC 26; Fortitude 29 (31 while bloodied), Reflex 22, Will 26
Immune disease, fear, poison; Resist 10 necrotic Demilich Demilich
Saving Throws +2 Speed 8 Action Points 1
Traits
 Despair (Fear) aura 5;
Any enemy within the aura takes a -2 penalty to attack rolls against
the deranged champion.
Standard Actions
Rotting Slam Reach 2; (standard, at-will) Disease, Necrotic
Attack: +17 vs AC;
Hit: (+19 while bloodied)2d8+7 necrotic damage (3d8 + 9 necrotic
damage while bloodied), and the target contracts mummy rot.
Skills
Alignment Evil        Languages Deep Speech, telepathy 10
Str 24 (+13)      Dex 14 (+8)      Wis 7 (+4)
Con 20 (+11)      Int 7 (+4)      Cha 14 (+8)

Published in Open Grave, page(s) 166.

Deranged Champion Deranged Champion


Discord Incarnate Level 29 Solo Dragon Shell Level 8 Soldier
Brute
Huge immortal humanoid XP 75000 Large natural animate (dragon, XP 350
(undead) undead)
Initiative +18        Senses Perception +17; truesight 5 Initiative +8        Senses Perception +11; Darkvision
HP 1340; Bloodied 670 HP 92; Bloodied 46
AC 43; Fortitude 43, Reflex 38, Will 39 AC 24; Fortitude 21, Reflex 20, Will 19
Immune disease, fear; Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Saving Throws +5 Speed 8, fly 10 Action Points 2 Speed 6, fly 4
Traits Traits
 Discordant Aura (Fear) aura 10; Spawn Shell
While the discord incarnate is not bloodied, any enemy that starts When the forsaken shell kills a living dragon creature, the slain
its turn within the aura takes a -2 penalty to all defenses until the creature rises as a free-willed dragon shell at the start of its
end of its next turn. creator’s next turn.
 Retribution Aura (Necrotic, Radiant) aura 5; Standard Actions
while the discord incarnate is bloodied, any enemy that starts its Bite Reach 2; (standard, at-will) Healing; Acid, Cold, Fire,
turn within the aura takes 15 necrotic and radiant damage. Lightning, or Poison
Resist radiant 10, necrotic 10 Attack: +15 vs AC;
If a discord incarnate takes radiant damage or necrotic damage, it Hit: 1d10+5 damage plus 1d6 acid, cold, fire, lightning, or poison
gains a +5 bonus to damage rolls until the end of its next turn. damage, depending on the dragon shell’s origin dragon, and the
Standard Actions target is grabbed; see also clench.
Longsword Reach 3; (standard, at-will) Necrotic, Radiant, In addition, the target loses a healing surge, and the dragon shell
Weapon regains 5 hit points.
Attack: +32 vs AC; Clench (standard, at-will) Necrotic
Hit: 3d12+13 necrotic and radiant damage. The dragon shell shifts up to 3 squares before or after the attack,
Discord's Wrath reach 3; (standard; requires longsword; while pulling the target with it
bloodied, encounter) Necrotic, Radiant, Weapon Target: Targets a creature grabbed by the forsaken shell;
Requires longsword; Effect: 1d10 + 5 necrotic damage (no attack roll required).
make three longsword attacks, each against a different target. Breath Weapon Close blast 5; (standard, recharge )
Minor Action Attack: +13 vs Reflex
Create Couatl Mockeries (minor; recharge ) Hit: 3d8+5 acid, cold, fire, lightning or poison damage, depending
Four couatl mockeries appear within 10 squares of the discord of the dragon shell's origin dragon.
incarnate and act as it wishes. They take their turns directly after Triggered Actions
the discord incarnate in the initiative order. Flexibility (immediate interrupt; at-will)
Triggered Actions Trigger: When the forsaken shell would be immobilized,
Discordant Retaliation Close burst 10; Necrotic, Radiant restrained, pushed, pulled, or slid
Effect: The forsaken shell makes saving throw. On a save, the
Trigger: When first bloodied and again when the discord incarnate
triggering effect is negated.
is reduced to 0 hit points
Attack: +30 vs Fortitude; Skills
Hit: 5d6+8 necrotic and radiant damage, and the target is knocked Alignment Unaligned        Languages -
prone and dazed (save ends). Str 22 (+10)      Dex 14 (+6)      Wis 16 (+7)
Miss: Half damage, and the target is knocked prone but not dazed. Con 20 (+9)      Int 14 (+6)      Cha 13 (+5)
Skills
Alignment Evil        Languages Supernal
Str 31 (+24)      Dex 18 (+18)      Wis 16 (+17) Published in Open Grave, page(s) 148.
Con 28 (+23)      Int 12 (+15)      Cha 24 (+21)

Published in Open Grave, page(s) 131.


Discord Incarnate Discord Incarnate

HP 1; a missed attack never damages a minion. Initiative +19


Dragonclaw Swarm Level 22 Brute Dragonscale Slough
AC 32, Fortitude Level
29, Reflex 30, Will 31 18 MinionPerception+11
Lurker
Speed 6, climb 6 (spider climb) Darkvision
Huge natural animate (swarm, XP 4150 Medium natural animate XP 500
Immune disease, poison; Resist 10 necrotic
undead) (undead)
Initiative +16        Senses Perception +15; tremorsense 10
HP 252; Bloodied 126
AC 34; Fortitude 35, Reflex 34, Will 33
Immune disease, poison; Resist half damage from melee and
ranged attacks; Vulnerable 10 against close and area attacks
Speed 7
Traits Standard Actions
 Swarm Attack aura 3; Grabbing Slam At-Will
The dragonclaw swarm makes a dragonclaw pin attack as a free Attack: Melee 1 (one creature); +23 vs. AC
action against any enemy that starts its turn within the aura. Hit: 13 damage, and the target is grabbed (escape DC 23).
Standard Actions Squeezing Scales At-Will
Dragonclaw Pin (standard, at-will) Effect: Melee 1 (one creature grabbed by the slough); the target
takes 13 damage.
Attack: +26 vs AC;
Hit: 2d8+14 damage, and the target is restrained until the start of Skills
tis next turn. Skills Stealth +20
Skills Str 20 (+14)                Dex 22 (+15)                Wis 14 (+11)
Con 22 (+15)                Int 1 (+4)                Cha 8 (+8)
Alignment Unaligned        Languages -
Alignment Unaligned        Languages -
Str 26 (+19)      Dex 20 (+16)      Wis 18 (+15)
Con 22 (+17)      Int 3 (+7)      Cha 10 (+11)
Update (4/16/2012)
Updated in Dungeon 200.
Published in Open Grave, page(s) 143, Dungeon Delve, page(s) 146.
Published in Open Grave, page(s) 145, Dungeon Magazine 200.
Dragonclaw Swarm Dragonclaw Swarm

Dragonscale Dragonscale Dragonscale Dragonscale Dragonscale Dragonscale


Slough 1 Slough 1 Slough 2 Slough 2 Slough 3 Slough 3

Dragonscale Dragonscale Dragonscale Dragonscale Dragonscale Dragonscale


Slough 4 Slough 4 Slough 5 Slough 5 Slough 6 Slough 6

Dread Wraith Dread Wraith

Dread Wraith Level 25 Lurker Dread Zombie Level 5 Soldier


Large shadow humanoid XP 7000 Medium natural animate XP 200
(undead) (undead)

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

Published in Monster Manual, page(s) 267, Draconomicon:


Chromatic Dragons, page(s) 149, Open Grave, page(s) 68, 110, 125,
The Plane Above, page(s) 111, Dungeon Delve, page(s) 179,
Dungeon Magazine Annual, page(s) 42, Dungeon Magazine 160,
page(s) 90, Dungeon Magazine 162, page(s) 46, Dungeon Magazine Dread Zombie 2 Dread Zombie 2
171, page(s) 72.

Dread Zombie 3 Dread Zombie 3

Dread Zombie Myrmidon Level 10 Soldier Drowned Ghost Level 11 Artillery

Medium natural animate XP 500 Medium shadow humanoid XP 600


(undead) (undead)

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.

Published in Open Grave, page(s) 150.

Dread Zombie Dread Zombie Drowned Ghost Drowned Ghost


Myrmidon 1 Myrmidon 1 1 1

Dread Zombie Dread Zombie Drowned Ghost Drowned Ghost


Myrmidon 2 Myrmidon 2 2 2

Dread Zombie Dread Zombie Drowned Ghost Drowned Ghost


Myrmidon 3 Myrmidon 3 3 3

Drowned One Level 2 Minion Entropic Reaper Level 15 Elite


Medium natural animate XP 31 Medium shadow humanoid XP 2400
(aquatic, undead) (undead)

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 .

Published in Open Grave, page(s) 178, Underdark, page(s) 133.


Drowned One 1 Drowned One 1

Drowned One 2 Drowned One 2

Drowned One 3 Drowned One 3

Drowned One 4 Drowned One 4


Entropic Reaper Entropic Reaper
Exalted Brain in a Jar Level 12 Famine Hound Level 2 Skirmisher
Controller
Medium natural animate XP 700 Small natural beast (undead) XP 125

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)

Published in Open Grave, page(s) 140.

Famine Hound 1 Famine Hound 1

Famine Hound 2 Famine Hound 2

Exalted Brain in Exalted Brain in


a Jar a Jar
Famine Hound 3 Famine Hound 3

Famine Spirit Level 21 Brute Fear Moth Level 15 Soldier


Large shadow humanoid XP 3200 Large shadow beast (swarm, XP 1200
(undead) undead)

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)

If the famine spirit is killed, an engulfed target is no longer engulfed


and reappears in a square previously occupied by the famine spirit. Published in Open Grave, page(s) 185.
A famine spirit can have only one creature engulfed at a time.
Skills
Alignment Evil        Languages Common
Str 26 (+18)      Dex 14 (+12)      Wis 23 (+16)
Con 19 (+14)      Int 22 (+16)      Cha 17 (+13)

Published in Open Grave, page(s) 152, Dungeon Magazine 171,


page(s) 63.

Famine Spirit Famine Spirit


Fear Moth Fear Moth

Flesh Acolyte Level 14 Artillery Flesh Scamp Level 12 Minion

Medium natural humanoid XP 1000 Small natural animate XP 175


(homunculus)
Initiative +10        Senses Perception +11; Darkvision Initiative +9        Senses Perception +6; Darkvision
HP 109; Bloodied 54 HP 1; a missed attack never damages a minion.
Regeneration 5 AC 25; Fortitude 23, Reflex 21, Will 19
AC 28; Fortitude 25, Reflex 25, Will 28 Immune disease; Resist 5 necrotic
Immune disease; Resist 5 necrotic; Vulnerable 10 radiant Speed 7, climb 7
Speed 6 Standard Actions
Traits Slam (standard, at-will)
 Sickening Stench aura 2; Attack: +19 vs AC;
Any living creature that starts its turn within the aura is weakened Hit: 6 damage.
until the end of its next turn.
Scamp's Dance (standard; requires at least three flesh scamps
Standard Actions are adjacent to the target, at-will)
Putrid Slam (standard, at-will) Attack: +16 vs AC;
Attack: +19 vs AC; Hit: 2 damage per flesh scamp adjacent to the target, and the
Hit: 1d6+3 damage, and the target is dazed until the end of the target is immobilized until the end of the flesh scamp’s next turn.
flesh acolyte's next turn. If the target is already immobilized, the target is instead dazed until
Ghastly Glob Ranged 10; (standard, at-will) Necrotic the end of the flesh scamp’s next turn.
Attack: +21 vs Fortitude; If the target is already dazed, the attack deals 2 extra damage.
Hit: 2d8+4 necrotic damage, and the target cannot make saving Skills
throws or spend healing surges until the start of its next turn. Alignment Unaligned        Languages -
Exploding Entrails Area burst 3 within 10; (standard, recharge Str 8 (+5)      Dex 16 (+9)      Wis 11 (+6)
) Necrotic Con 18 (+10)      Int 4 (+3)      Cha 7 (+4)
Target: targets living creatures;
Attack: +19 vs Fortitude;
Hit: 1d10+4 necrotic damage, and ongoing 10 necrotic damage Published in Open Grave, page(s) 146.
(save ends).
Skills
Alignment Evil        Languages Common
Str 14 (+9)      Dex 16 (+10)      Wis 18 (+11)
Con 19 (+11)      Int 6 (+5)      Cha 11 (+7)
Equipment: robes

Published in Open Grave, page(s) 146.


Flesh Acolyte 1 Flesh Acolyte 1 Flesh Acolyte 2 Flesh Acolyte 2 Flesh Scamp 1 Flesh Scamp 1

Flesh Scamp 2 Flesh Scamp 2 Flesh Scamp 3 Flesh Scamp 3 Flesh Scamp 4 Flesh Scamp 4

Forsaken Hierophant Level 21 Solo Forsaken Shell Level 6 Skirmisher


Controller
Medium natural humanoid XP 16000 Medium natural 35
HP 70; Bloodied animate XP 250 Initiative +12
(undead) (undead)
AC 20, Fortitude 16, Reflex 20, Will 18 Perception+5
Initiative +11        Senses Perception +14; Darkvision Speed 8, climb 8 Darkvision
HP 955; Bloodied 477
Immune disease, poison; Resist 10 necrotic
AC 37; Fortitude 37, Reflex 32, Will 41
Immune disease, poison; Resist 15 necrotic
Saving Throws +5 Speed 5 Action Points 2
Traits
Traits
 Decaying Hope (Fear, Necrotic) aura 5;
Combat Advantage
Any enemy within the aura takes a -2 penalty to all defenses and a
-2 penalty to attack rolls against the forsaken hierophant. If the shell hits a creature that is granting combat advantage to it,
the shell deals 2d6 extra damage.
Regeneration 10
Spawn Shell
If a forsaken hierophant takes fire damage, regeneration doesn’t
function until the end of its next turn. When a shell kills a Medium living humanoid creature, the slain
creature rises as a free-willed forsaken shell at the start of its
Standard Actions
creator’s next turn.
Mace (standard, at-will) Necrotic, Weapon Standard Actions
Attack: +24 vs AC;
Necrotic Slap (healing, necrotic) At-Will
Hit: 1d8+5 damage, and ongoing 10 necrotic damage (save ends).
Attack: Melee 1 (one creature); +11 vs. AC
Vision of Death Close burst 10; (minor 1/round, at-will) Psychic Hit: 1d6 damage plus 5 necrotic damage, the target is grabbed
Target: targets one creature; (escape DC 15) and loses a healing surge, and the shell regains 5 hit
Attack: +24 vs Will; points.
Hit: 2d6+7 psychic damage, and the target is dazed (save ends). Envelop (necrotic) At-Will
Word of Orcus Close burst 5; (standard, recharge ) Requirement: The shell must have a creature grabbed.
Target: targets enemies; Effect: The shell shifts up to 3 squares, and the creature it is
Attack: +24 vs Fortitude; grabbing is pulled with it and takes 2d6 + 3 necrotic damage.
Hit: 2d6+7 necrotic damage, and the target is stunned (save ends). Triggered Actions
Undead in the burst regain 15 hit points. Flexibility At-Will
Mummy's Curse Close burst 10; ( when reduced to 0 hit points, ) Trigger: The shell is immobilized, restrained, pulled, pushed, or slid.
Disease Effect (Immediate Interrupt): The shell makes a saving throw. On a
Target: targets enemies; save, the triggering effect is negated.
Attack: +23 vs Will; Skills
Effect: The target contracts mummy rot. Skills Stealth +15
Skills Str 12 (+4)                Dex 24 (+10)                Wis 15 (+5)
Alignment Chaotic evil        Languages Abyssal, Common Con 14 (+5)                Int 14 (+5)                Cha 13 (+4)
Skills Religion +17 Alignment Unaligned        Languages -
Str 23 (+16)      Dex 13 (+11)      Wis 18 (+14)
Con 15 (+12)      Int 14 (+12)      Cha 26 (+18) Update (11/19/2012) Updated in Dungeon 207.
Equipment: mace , plate armor . Published in Open Grave, page(s) 148, Dungeon Magazine 207.

Published in Open Grave, page(s) 168.


Forsaken Forsaken
Hierophant Hierophant Forsaken Shell 1 Forsaken Shell 1 Forsaken Shell 2 Forsaken Shell 2

Ghoul Level 5 Soldier Giant Skeletal Bat Level 10


Skirmisher
Medium natural humanoid XP 200 Large natural animate (undead) XP 500
(undead)
HP 63; Bloodied 31 Initiative +8 Initiative +13        Senses Perception +8; blindsight 5, Darkvision
AC 21, Fortitude 17, Reflex 19, Will 16 Perception+2 HP 104; Bloodied 52
Speed 8, climb 4 Darkvision AC 24; Fortitude 22, Reflex 24, Will 20
Immune disease, poison; Resist 5 necrotic; Vulnerable 5 radiant
Immune disease, poison; Resist 10 necrotic
Speed 4, fly 8 (clumsy)
Standard Actions

Traits Claw (standard, at-will)


Weakened Paralysis Attack: +15 vs AC;
Hit: 2d8+4 damage, and the target is pushed 1 square and knocked
Whenever the ghoul takes radiant damage, one creature
prone.
immobilized or stunned by the ghoul can make a saving throw
against one of those effects. Swoop and Claw (standard, recharge )
Standard Actions The giant skeletal bat shifts up to 6 squares and can move through
occupied squares as it moves.
Claws At-Will
It makes a melee basic attack against any creature whose space it
Attack: Melee 1 (one creature); +10 vs. AC
enters. The skeleton cannot attack a single target more than once
Hit: 2d6 + 6 damage, and the target is immobilized (save ends).
in this fashion, and it must end its movement in an unoccupied
Ghoulish Bite At-Will square.
Attack: Melee 1 (one immobilized, restrained, stunned, or Swoop and Drop (free, when the giant skeletal bat attacks a
unconscious creature); +10 vs. AC creature with swoop and claw, at-will)
Hit: 4d6 + 6 damage, and the target is stunned (save ends).
The attack deals no damage. Instead, the target is grabbed. When
Skills the giant skeletal bat moves, the grabbed creature slides along with
Skills Stealth +11 it, remaining in the same space relative to the bat.
Str 14 (+4)                Dex 19 (+6)                Wis 11 (+2) Skills
Con 15 (+4)                Int 10 (+2)                Cha 12 (+3)
Alignment Unaligned        Languages -
Alignment chaotic evil        Languages Common
Str 21 (+10)      Dex 22 (+11)      Wis 16 (+8)
Con 16 (+8)      Int 3 (+1)      Cha 4 (+2)
Published in Monster Manual, page(s) 118, Open Grave, page(s) 62,
Dungeon Magazine 155, page(s) 85, Dungeon Magazine 156, page(s)
Published in Open Grave, page(s) 182.
40, H1 Keep on the Shadowfell, page(s) 74, H2 Thunderspire
Labyrinth, page(s) 34, Dungeon Magazine 181, Monster Vault,
page(s) 126, Dungeon Magazine 187, Dungeon Magazine 192,
Dungeon Magazine 207, Dungeon Magazine 211, Dungeon
Magazine 212, Dungeon Magazine 218.

Ghoul 1 Ghoul 1 Ghoul 2 Ghoul 2 Ghoul 3 Ghoul 3


Giant Skeletal Bat Giant Skeletal Bat

Grave Dirt Golem Grave Dirt Golem

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)

Published in Open Grave, page(s) 156.


Published in Open Grave, page(s) 134.
Grave Chill Grave Chill
Blaspheme 1 Blaspheme 1

Grave Chill Grave Chill


Blaspheme 2 Blaspheme 2

Grave Chill Grave Chill


Blaspheme 3 Blaspheme 3

Gravehound Level 3 Brute

Medium natural animate XP 150


(undead)
Initiative +2        Senses Perception +1; Darkvision
HP 54; Bloodied 27
AC 14; Fortitude 14, Reflex 12, Will 11
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 8
Traits Gravehound 1 Gravehound 1
Zombie Weakness
Any critical hit to the zombie reduces it to 0 hit points instantly.
Standard Actions
Bite (standard, at-will) Necrotic
Attack: +7 vs AC;
Hit: 1d6+3 damage, and the target takes ongoing 5 necrotic Gravehound 2 Gravehound 2
damage (save ends) and is knocked prone if it is Medium size or
smaller.
Triggered Action
Death Jaws Necrotic
Trigger: when reduced to 0 hit points
Effect: The gravehound makes a bite attack against a target within Gravehound 3 Gravehound 3
its reach.
Skills
Alignment Unaligned        Languages -
Str 16 (+4)      Dex 13 (+2)      Wis 10 (+1)
Con 14 (+3)      Int 1 (-4)      Cha 3 (-3)

Published in Monster Manual, page(s) 274, Open Grave, page(s) 70,


Dungeon Magazine 176, page(s) 34, Dungeon Magazine 175, page(s)
83, FR1 Scepter Tower of Spellgard, page(s) 10, H1 Keep on the
Shadowfell, page(s) 60.

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